Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        switch (currentState)
        {
        case States.wanderState:
            agent.destination = wander.returnWanderPoints();
            wander.returnWanderPoints();
            break;

        case States.seekState:
            agent.destination = seek.returnTargetPos();
            seek.returnTargetPos();
            break;

        case States.fleeState:

            agent.destination = flee.fleeVector();
            break;
        }
        switchStates();
    }
Esempio n. 2
0
 // Update is called once per frame
 void Update()
 {
     updateState();
     if (currentState == States.SeekState)
     {
         agent.destination = seek.returnTargetPos();
     }
     else if (currentState == States.FleeState)
     {
         agent.destination = flee.returnFleeVector();
     }
     else
     {
         gameObject.transform.LookAt(target.transform);
         shoot();
     }
 }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        updateState();
        switch (currentState)
        {
        case States.SeekState:
            agent.destination = seek.returnTargetPos();
            break;

        case States.StartoverState:
            agent.destination = home.position;
            break;

        case States.FleeState:
            agent.destination = flee.returnFleeVector();
            break;
        }
        Debug.DrawLine(agent.destination, transform.position, Color.red);
    }
    // Update is called once per frame
    void Update()
    {
        switch (currentState)
        {
        case States.WanderState:
            agent.destination = wander.returnWanderPoints();
            break;

        case States.FleeState:
            agent.destination = flee.returnFleeVector();
            break;

        case States.SeekState:
            agent.destination = seek.returnTargetPos();
            break;

        case States.StartoverState:
            Debug.Log("stuck in startover state");
            break;
        }
        switchStates();
    }