override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (movingToCageExit && ghost.HasStopped)
     {
         movingToCageExit = false;
         movingToCagePos  = true;
         ghost.MoveIgnoreCollision(new Vector3[] { MapInfo.CageCenter, ghost.CagePosition });
     }
     else if (movingToCagePos && ghost.HasStopped)
     {
         animator.SetBool("is_frightened", false);
         animator.SetBool("is_retreating", false);
         animator.SetBool("is_in_cage", true);
         animator.SetBool("is_leaving_cage", false);
     }
 }
Esempio n. 2
0
        override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
        {
            if (!ghost.IsReady)
            {
                return;
            }

            if (ghost.HasStopped && ghost.StartInCage)
            {
                if (ghost.CanLeaveCage)
                {
                    animator.SetBool("is_leaving_cage", true);
                }
                else
                {
                    isMovingDown = !isMovingDown;
                    Vector3 targetOffset = (isMovingDown ? Vector3.down : Vector3.up) * tilemap.cellSize.y / 2f;
                    Vector3 target       = ghost.CagePosition + targetOffset;
                    ghost.MoveIgnoreCollision(new Vector3[] { target, ghost.CagePosition });
                }
            }
        }
Esempio n. 3
0
        override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
        {
            ghost = !ghost?animator.GetComponent <GhostAI>() : ghost;

            ghost.MoveIgnoreCollision(new Vector3[] { MapInfo.CageCenter, MapInfo.CageExit });
        }