Esempio n. 1
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     //Check if destination is set to Contract Target
     if (astar.goalPos.position != hitFSM.GetContractObject().transform.position)
     {
         astar.goalPos.position = hitFSM.GetContractObject().transform.position;
     }
     //Check if chasing target & being chased & have smoke grenades available
     if (astar.goalPos.position == hitFSM.GetContractObject().transform.position&& hitFSM.isBeingChased)
     {
         hitFSM.CreateSmokeBubble();
     }
     if (!hitFSM.GetContractObject().activeSelf)
     {
         //transition to Set New Destination
         animator.SetBool("IsTargetDead", true);
     }
 }
Esempio n. 2
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     visibleTarget = hitFSM.GetVisibleTargetObject();
     if (visibleTarget != null)
     {
         //transition to assassinate
         animator.SetBool("FoundTarget", true);
     }
     else if (astar.reachedGoal)
     {
         //transition to Set New Location
         animator.SetBool("ReachedWayPoint", true);
     }
     //Check if chasing target & being chased & have smoke grenades available
     if (hitFSM.isBeingChased)
     {
         hitFSM.CreateSmokeBubble();
     }
     if (!hitFSM.GetContractObject().activeSelf)
     {
         //transition to new contract
         animator.SetBool("IsTargetDead", true);
     }
 }