private void UpdateMove()
    {
        float x = Input.GetAxisRaw("Horizontal");

        // 플레이어 캐릭터의 물리적 이동
        movement2D.MoveTo(x);
    }
Esempio n. 2
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    private void Awake()
    {
        movement2D = GetComponent <Movement2D>();

        float x = Random.Range(-1.0f, 1.0f);
        float y = Random.Range(-1.0f, 1.0f);

        movement2D.MoveTo(new Vector3(x, y, 0));
    }
Esempio n. 3
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 private void Update()
 {
     if (target != null)
     {
         Vector3 direction = (target.position - transform.position).normalized;
         movement2D.MoveTo(direction);
     }
     else
     {
         Destroy(gameObject);
     }
 }
Esempio n. 4
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 private void Update()
 {
     //If there's a target
     if (target != null)
     {
         //Move the projectile object to the target's location
         Vector3 direction = (target.position - transform.position).normalized;
         movement2D.MoveTo(direction);
     }
     else
     {
         //Get rid of the projectile object
         Destroy(gameObject);
     }
 }
Esempio n. 5
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 private void NextMoveTo()
 {
     if (currentIndex < wayPointCount - 1)
     {
         transform.position = wayPoints[currentIndex].position;
         // 이동 방향 설정 다음 목표지점
         currentIndex++;
         Vector3 direction = (wayPoints[currentIndex].position - transform.position).normalized;
         movement2D.MoveTo(direction);
     }
     // 현재 위치가 목표지점이면
     else
     {
         Destroy(gameObject);
     }
 }
Esempio n. 6
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    private void NextMoveTo()
    {
        if (currentIndex < wayPointCount - 1)
        {
            transform.position = wayPoints[currentIndex].position;

            currentIndex++;
            Vector3 direction = (wayPoints[currentIndex].position - transform.position).normalized;
            movement2D.MoveTo(direction);
        }
        else
        {
            gold = 0;

            OnDie(EnemyDestroyType.Arrive);
        }
    }
Esempio n. 7
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    private void NextMoveTo()
    {
        if (currentIndex < wayPointCount - 1)
        {
            transform.position = wayPoints[currentIndex].position;
            currentIndex++;

            Vector3 direction = wayPoints[currentIndex].position - transform.position;
            float   angle     = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
            transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle + angleOffset));

            movement2D.MoveTo(direction.normalized);
        }
        else
        {
            state = State.END;
        }
    }
Esempio n. 8
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 private void NextMoveTo()
 {
     //If there's still a way point left for the enemy to move to
     if (currentIndex < wayPointCount - 1)
     {
         //Set the enemy right on top of the way point
         transform.position = wayPoints[currentIndex].position;
         //To next way point
         currentIndex++;
         Vector3 direction = (wayPoints[currentIndex].position - transform.position).normalized;
         movement2D.MoveTo(direction);
     }
     //If there's no way point left for the enemy
     else
     {
         //To ensure that the enemy doesn't give credit to the player when the enemy dies in base
         credit = 0;
         //Remove the enemy object
         OnDeath(EnemyDestroyType.Arrive);
     }
 }