Esempio n. 1
0
    void Update()
    {
        // TODO: change this to fire CheckTask on trigger enter or something...
        if (movingToPlatform)
        {
            if (!agent.pathPending)
            {
                if (agent.remainingDistance <= agent.stoppingDistance)
                {
                    if (!agent.hasPath || agent.velocity.sqrMagnitude == 0f)
                    {
                        Debug.Log("ARRIVED>>>>>");
                        movingToPlatform = false;
                        CheckTask();
                    }
                }
            }
        }

        // Archers scanning for enemies
        // can continuously check if enemy is attacking, but for performance and gameplay, might want to handicap this, put it in a coroutine or something
        if (occupation == 4)
        {
            Collider2D enemyInRange = Physics2D.OverlapCircle(transform.position, collider.radius, enemyLayer);
            if (enemyInRange != null)
            {
                if (!kingScript.enemySighted)
                {
                    kingScript.AlertArchers(enemyInRange);
                }
                if (!firing)
                {
                    firing = true;
                    StartCoroutine(FireProjectile());
                }
            }
        }
    }