void Update() { GameLib.JJRotate(transform, manager.PlayerCc.transform.position, manager.stat); if (Vector3.Distance(transform.position, manager.PlayerCc.transform.position) >= manager.stat.slimeRange) { manager.SetState(SlimeState.CHASE); return; } }
void Update() { if (Vector3.Distance(transform.position, manager.target.position) > manager.stat.attackRange) { manager.SetState(PlayerState.CHASE); return; } GameLib.JJRotate(transform, manager.target.position, manager.stat); }
// Update is called once per frame void Update() { Debug.Log("ATTACK"); if (Vector3.Distance(transform.position, manager.target.position) > manager.stat.attackR) { manager.SetState(PlayerState.CHASE); return; } GameLib.JJRotate(transform, manager.target.position, manager.stat); Vector3 diff = manager.target.position - transform.position; diff.y = 0.0f; if (diff.magnitude > manager.stat.attackR) { waitTime += Time.deltaTime; if (waitTime > delayTime) { manager.SetState(PlayerState.CHASE); } } }