Esempio n. 1
0
    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();
        }
    }
Esempio n. 2
0
    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();
        }
    }