void Start () { currentState = modeState.SAMURAI; numberOfGems = 0; superMode = false; currentSpeedState = speedState.NORMAL_MODE; speedPowerUpTime = 0; }
protected virtual void Update() { if (target) { agent.SetDestination(target.position); updateAnimation(); if (Time.time < slowTime && spdstate == speedState.NORMAL) { Debug.Log("slow"); agent.speed = moveSpeed / 1.5f; spdstate = speedState.SLOW; } else if (Time.time > slowTime && spdstate == speedState.SLOW) { agent.speed = moveSpeed; spdstate = speedState.NORMAL; } } else { agent.speed = 0f; updateAnimation(); } }
// Update is called once per frame void FixedUpdate () { switch (currentSpeedState) { case speedState.FAST_MODE: transform.root.GetComponent<PlayerMovement>().maxSpeed = superSpeed; speedPowerUpTime--; if (speedPowerUpTime <= 0) { currentSpeedState = speedState.NORMAL_MODE; } break; case speedState.NORMAL_MODE: default: if (currentState == modeState.NINJA) { transform.root.GetComponent<PlayerMovement>().maxSpeed = ninjaSpeed; } else if (currentState == modeState.SAMURAI) { transform.root.GetComponent<PlayerMovement>().maxSpeed = samuraiSpeed; } break; } }