// Update is called once per frame protected virtual void Update() { if (IsStop) { return; } if (IsGroupMode) { GroupModeUpdate(); return; } if (NowTarget == null) { NextTargetSearch(); return; } if (!Damaged.isHitted) { MoveAdvanceToTarget(NowTarget, MoveSpeed); } if (IsAttackMode && (!IsAttacking)) { ChangeAttackToRange(); } IntervalTimeUpdate(); HitLog.CheckEnd(); }
// Update is called once per frame protected override void Update() { if (IsEscape) { MoveAdvanceToTarget(NowTarget, MoveSpeed); HitLog.CheckEnd(); return; } NowTarget = TargetPlayer; if (NowTarget == null) { return; } // 攻撃を喰らっていなくて、かつ移動出来る状態なら if (!Damaged.isHitted && (!IsStop)) { MoveAdvanceToTarget(NowTarget, MoveSpeed); } if (IsAttackMode && (!IsAttacking)) { ChangeAttackToRange(); } HitLog.CheckEnd(); }
void GroupModeUpdate() { if (!Damaged.isHitted) { MoveAdvanceToTarget(NowTarget, MoveSpeed); } IntervalTimeUpdate(); HitLog.CheckEnd(); }