private void FixedUpdate() { float angle = EnemyNavigator.NavAng(transform.position); angle += theta; vec = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * basicSpeed * speedRate; UpdateDirection(); UpdateTheta(); if (!ec.stunned) { body.AddForce(vec); } }
void ResetVec() { if ((player.transform.position - transform.position).magnitude <= 4F) { Split(); } speed = basicSpeed * Random.Range(0.5F, 1.5F); angle = EnemyNavigator.NavAng(transform.position); float randAngle = Random.Range(0.5F, 0.7F); if (moveCnt % 2 == 1) { randAngle = -randAngle; } moveCnt++; angle += randAngle; }