public override void Update() { //If the player is in range, then the enemy will go towards them if (((Mathf.Abs(XDistance) <= DistanceThreshold) || (Mathf.Abs(YDistance) <= DistanceThreshold))) { PolyNavagent.SetDestination(Player.transform.position); PolyNavagent.stoppingDistance = 0.25f; PatrolWayPoints.enabled = false; BodyAnimator.SetBool("IsAttacking", true); } else //If not will continue to do their thing { PolyNavagent.SetDestination(PatrolWayPoints.WPoints[PatrolWayPoints.currentIndex]); PolyNavagent.stoppingDistance = 0.001f; PatrolWayPoints.enabled = true; BodyAnimator.SetBool("IsAttacking", false); } if ((Mathf.Abs(XDistance) <= 0.75f) && (Mathf.Abs(YDistance) <= 0.75f) && CanShoot == true) { Debug.Log("Found You"); GameObject Cat = Instantiate(Projectile, SpawnPoint.transform.position, SpawnPoint.transform.rotation) as GameObject; Cat.GetComponent <Rigidbody2D>().AddForce(transform.up * 100, ForceMode2D.Force); Destroy(Cat, 4f); CanShoot = false; Invoke("CanShootRecover", RateOfFire); } base.Update(); }
public override void Update() { //If the player is in range, then the enemy will go towards them if ((Mathf.Abs(XDistance) <= DistanceThreshold) && (Mathf.Abs(YDistance) <= DistanceThreshold)) { PolyNavagent.SetDestination(Player.transform.position); PatrolWayPoints.enabled = false; BodyAnimator.SetBool("IsAttacking", true); } else //If not will continue to do their thing { PolyNavagent.SetDestination(PatrolWayPoints.WPoints[PatrolWayPoints.currentIndex]); PatrolWayPoints.enabled = true; BodyAnimator.SetBool("IsAttacking", false); } base.Update(); }