Esempio n. 1
0
	void Start () {
		currentState = modeState.SAMURAI;
		numberOfGems = 0;
		superMode = false;
		currentSpeedState = speedState.NORMAL_MODE;
		speedPowerUpTime = 0;
	}
 protected virtual void Update()
 {
     if (target)
     {
         agent.SetDestination(target.position);
         updateAnimation();
         if (Time.time < slowTime && spdstate == speedState.NORMAL)
         {
             Debug.Log("slow");
             agent.speed = moveSpeed / 1.5f;
             spdstate    = speedState.SLOW;
         }
         else if (Time.time > slowTime && spdstate == speedState.SLOW)
         {
             agent.speed = moveSpeed;
             spdstate    = speedState.NORMAL;
         }
     }
     else
     {
         agent.speed = 0f;
         updateAnimation();
     }
 }
Esempio n. 3
0
	// Update is called once per frame
	void FixedUpdate () {
		switch (currentSpeedState) {
		case speedState.FAST_MODE:
			transform.root.GetComponent<PlayerMovement>().maxSpeed = superSpeed;
			speedPowerUpTime--;
			if (speedPowerUpTime <= 0) {
				currentSpeedState = speedState.NORMAL_MODE;
			}
			break;
		case speedState.NORMAL_MODE:
		default:
			if (currentState == modeState.NINJA) {
				transform.root.GetComponent<PlayerMovement>().maxSpeed = ninjaSpeed;
			} else if (currentState == modeState.SAMURAI) {
				transform.root.GetComponent<PlayerMovement>().maxSpeed = samuraiSpeed;
			}
			break;
		}
	}