private void Update()
        {
            distanceToPlayer = Vector3.Distance(player.transform.position, transform.position);
            WeaponSystem weaponSystem = GetComponent <WeaponSystem>();

            currentWeaponRange = weaponSystem.GetCurrentWeaponInUse().GetMaxAttackRange();

            bool inWeaponCircle = distanceToPlayer <= currentWeaponRange;
            bool inChaseCircle  = distanceToPlayer > currentWeaponRange &&
                                  distanceToPlayer <= chaseRadius;
            bool outsideChaseRing = distanceToPlayer > chaseRadius;

            if (outsideChaseRing && state != State.patrolling)
            {
                StopAllCoroutines();
                weaponSystem.StopAttacking();
                StartCoroutine(Patrol());
            }
            if (inChaseCircle && state != State.chasing)
            {
                StopAllCoroutines();
                weaponSystem.StopAttacking();
                StartCoroutine(ChasePlayer());
            }
            if (inWeaponCircle && state != State.attacking)
            {
                StopAllCoroutines();
                weaponSystem.AttackTarget(player.gameObject);
            }
        }
Exemple #2
0
 void OnMouseOverPotentiallyWalkable(Vector3 destination)
 {
     if (Input.GetMouseButton(0))
     {
         weaponSystem.StopAttacking();
         character.SetDestination(destination);
     }
 }