// Update is called once per frame void Update() { switch (myState) { case AIState.Guarding: Guarding(); break; case AIState.Chasing: Chasing(); break; case AIState.Inspecting: Inspecting(); break; } //makes sure enemies stay on the ground (no floating off elevated parts) Velocity += Vector3.down * 5; //enemy stops chasing and begins guarding if it is close to it's target //right now, enemy and player collide at about .9 away so checking any further will make the enemy leave before killing the player //if (myState != AIState.Guarding && Vector3.Distance(transform.position, target.position) < .35) { //myState = AIState.Guarding; //SetClosestPath(); } //else { myAnimatorScript.UpdateAnimator(Velocity.x, Velocity.z); myCC.Move(Velocity * Time.deltaTime); Velocity *= 0; } }
void processInput() { float usedSpeed = speed; if (Input.GetKey(KeyCode.LeftShift)) { usedSpeed = sprintSpeed; } if (Input.GetKey(KeyCode.W)) { if (usedSpeed == sprintSpeed) { noiseLevel = 2; } else { noiseLevel = 1; } Velocity += (Vector3.forward * Time.deltaTime * usedSpeed); } if (Input.GetKey(KeyCode.A)) { if (usedSpeed == sprintSpeed) { noiseLevel = 2; } else { noiseLevel = 1; } Velocity += (Vector3.left * Time.deltaTime * usedSpeed); } if (Input.GetKey(KeyCode.S)) { if (usedSpeed == sprintSpeed) { noiseLevel = 2; } else { noiseLevel = 1; } Velocity += (Vector3.back * Time.deltaTime * usedSpeed); } if (Input.GetKey(KeyCode.D)) { if (usedSpeed == sprintSpeed) { noiseLevel = 2; } else { noiseLevel = 1; } Velocity += (Vector3.right * Time.deltaTime * usedSpeed); } //a brightness adjuster, for unnecessarily dark computers if (Input.GetKey(KeyCode.R) && brightnessAdjuster) { brightnessAdjuster.intensity += .01f; } if (Input.GetKey(KeyCode.F) && brightnessAdjuster) { brightnessAdjuster.intensity -= .01f; } if (Input.GetKey(KeyCode.Escape)) { GameManager.Restart(); } if (myAnimatorScript) { // Send this data to the animator script Vector3 temp = Velocity / Time.deltaTime; myAnimatorScript.UpdateAnimator(temp.x, temp.z, Velocity.magnitude / (3 / usedSpeed)); } Velocity += Vector3.down; myCC.Move(Velocity); Velocity *= .8f; }