public void move() { distance = Vector2.Distance(transform.position, playerTransform.transform.position); //Debug.Log("Distance" + distance); if (distance <= throwDistance) { inFieldofview = true; } else { inFieldofview = false; } //Debug.Log("is Attacking " + isAttacking); if (inFieldofview) { enemyState = EnemyState.ATTACK; } else { enemyState = EnemyState.WALK; } switch (enemyState) { case EnemyState.WALK: transform.position = Vector2.MoveTowards(transform.position, playerTransform.transform.position, moveSpeed * Time.deltaTime); //BoyAnimation.SetFloat("Speed", moveSpeed); break; case EnemyState.ATTACK: spawnScript.Attack(); //BoyAnimation.SetTrigger("IsAttack"); break; } if (health <= 0) { Destroy(gameObject); playerEnergy.WinEnergy(); gameManager.score = gameManager.score + deadpoints; dropSystem.calculateLoot(); gameManager.Dieboy(); } }
public void move() { distance = Vector2.Distance(transform.position, playerTransform.transform.position); //Debug.Log("Distance" + distance); if (distance <= 5.00) { isAttacking = true; } else { isAttacking = false; } //Debug.Log("is Attacking " + isAttacking); if (isAttacking) { enemyState = EnemyState.ATTACK; } else { enemyState = EnemyState.WALK; } switch (enemyState) { case EnemyState.WALK: transform.position = Vector2.MoveTowards(transform.position, playerTransform.transform.position, moveSpeed * Time.deltaTime); break; case EnemyState.ATTACK: spawnScript.Attack(); break; } if (health <= 0) { Destroy(gameObject); gameManager.score = gameManager.score + deadpoints; CoinsRandom(); } }