Esempio n. 1
0
 /// <summary>
 /// This method initiates all the required checks and moves the character
 /// </summary>
 protected virtual void Patrol()
 {
     if (_character == null)
     {
         return;
     }
     if ((_character.ConditionState.CurrentState == CharacterStates.CharacterConditions.Dead) ||
         (_character.ConditionState.CurrentState == CharacterStates.CharacterConditions.Frozen))
     {
         return;
     }
     // moves the agent in its current direction
     CheckForWalls();
     CheckForHoles();
     _characterHorizontalMovement.SetHorizontalMove(_direction.x);
 }
Esempio n. 2
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        /// <summary>
        /// Moves the character in the decided direction
        /// </summary>
        protected virtual void Move()
        {
            if (Mathf.Abs(this.transform.position.x - _brain.Target.position.x) < MinimumDistance)
            {
                _characterHorizontalMovement.SetHorizontalMove(0f);
                return;
            }

            if (this.transform.position.x < _brain.Target.position.x)
            {
                _characterHorizontalMovement.SetHorizontalMove(1f);
            }
            else
            {
                _characterHorizontalMovement.SetHorizontalMove(-1f);
            }
        }
Esempio n. 3
0
 /// <summary>
 /// Describes what happens when the weapon starts
 /// </summary>
 protected virtual void TurnWeaponOn()
 {
     SfxPlayWeaponStartSound();
     WeaponState.ChangeState(WeaponStates.WeaponStart);
     if ((_characterHorizontalMovement != null) && (ModifyMovementWhileAttacking))
     {
         _movementMultiplierStorage = _characterHorizontalMovement.MovementSpeedMultiplier;
         _characterHorizontalMovement.MovementSpeedMultiplier = MovementMultiplier;
     }
     if (_comboWeapon != null)
     {
         _comboWeapon.WeaponStarted(this);
     }
     if (PreventAllMovementWhileInUse && (_characterHorizontalMovement != null) && (_controller != null))
     {
         _controller.SetForce(Vector2.zero);
         _characterHorizontalMovement.SetHorizontalMove(0f);
         _characterHorizontalMovement.MovementForbidden = true;
     }
 }