Esempio n. 1
0
 // Update is called once per frame
 void FixedUpdate()
 {
     if (!enemyEntity.IsEnemyDying())
     {
         // always check if the player is within range
         CheckIfPlayerWithinRange();
         for (int i = 0; i < enemyMissiles.Length; i++)
         {
             //if (!enemyMissiles[i].HasAmmo())
             //{
             //    enemyMissiles[i].SetReloading(true);
             //}
             if (enemyMissiles[i].isReloading())
             {
                 ReloadGun(i);
             }
         }
         if (playerWithinRange && !enemyMissiles[GetGunIndexFromPosition()].isReloading())
         {
             timeSinceShot = 0.0f;
             //Debug.Log($"Aiming and shooting");
             // do not shoot if player dead
             if (player.health > 0)
             {
                 AimGunAtPlayer();
                 Shoot();
                 enemyMissiles[GetGunIndexFromPosition()].SetReloading(true);
             }
         }
     }
 }
Esempio n. 2
0
 // Update is called once per frame
 void Update()
 {
     if (!enemyEntity.IsEnemyDying())
     {
         // always check if the player is within range
         CheckIfPlayerWithinRange();
         for (int i = 0; i < enemyGuns.Length; i++)
         {
             if (!enemyGuns[i].HasAmmo())
             {
                 enemyGuns[i].SetReloading(true);
             }
             if (enemyGuns[i].isReloading())
             {
                 ReloadGun(i);
             }
         }
         if (playerWithinRange && !enemyGuns[GetGunIndexFromPosition()].isReloading())
         {
             if (timeSinceShot >= timeBetweenShots)
             {
                 //Debug.Log($"Aiming and shooting");
                 AimGunAtPlayer();
                 Shoot();
                 timeSinceShot = 0.0f;
             }
             else
             {
                 timeSinceShot += Time.deltaTime;
             }
         }
     }
 }