Esempio n. 1
0
        /// <summary>
        /// Moves the character.
        /// </summary>
        override public bool DoMove()
        {
            CheckForPlayer();
            switch (state)
            {
            case SnapperState.CHARGING:
                enemy.Translate(0, TimeManager.FrameTime * speed, true);
                if (autoRetractAtTop && enemy.transform.position.y >= endingYPos)
                {
                    state = SnapperState.RETRACTING;
                }
                break;

            case SnapperState.RETRACTING:
                enemy.Translate(0, TimeManager.FrameTime * -retractSpeed, true);
                if (enemy.transform.position.y <= startingYPos)
                {
                    state = SnapperState.IDLE;
                }
                break;
            }

            if (enemy.transform.position.y > endingYPos)
            {
                enemy.Translate(0, endingYPos - enemy.transform.position.y, true);
            }
            if (enemy.transform.position.y < startingYPos)
            {
                enemy.Translate(0, startingYPos - enemy.transform.position.y, true);
            }

            return(true);
        }
Esempio n. 2
0
        /// <summary>
        /// Checks for the player and updates state.
        /// </summary>
        virtual protected void CheckForPlayer()
        {
            RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector3(0, 1, 0), sightRange, sightLayers);

            if (hit.collider != null)
            {
                Character           character    = null;
                ICharacterReference characterRef = (ICharacterReference)hit.collider.gameObject.GetComponent(typeof(ICharacterReference));
                if (characterRef == null)
                {
                    character = hit.collider.gameObject.GetComponent <Character> ();
                }
                else
                {
                    character = characterRef.Character;
                }
                if (character != null)
                {
                    if (state == SnapperState.IDLE || !mustFullyRetract)
                    {
                        state = SnapperState.CHARGING;
                    }
                }
                else
                {
                    if (state == SnapperState.CHARGING && enemy.transform.position.y >= endingYPos)
                    {
                        state = SnapperState.RETRACTING;
                    }
                }
            }
            else
            {
                if (state == SnapperState.CHARGING && enemy.transform.position.y >= endingYPos)
                {
                    state = SnapperState.RETRACTING;
                }
            }
        }