override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { nangkuriBase.UpdateRays(); if (nangkuriBase.detactChangeDir) { nangkuriBase.SwitchDirection(); } if (Mathf.Abs(rBody.velocity.x) < nangkuriBase.WalkSpeed) { rBody.velocity += new Vector2(nangkuriBase.MoveAcc * nangkuriBase.headingTo.x, 0.0f); } }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (nangkuriBase.playerDetacted || nangkuriBase.PlayerLostTime < 0.2f) { nangkuriBase.SwitchDirToPlayer(); } else { nangkuriBase.UpdateRays(); if (nangkuriBase.detactChangeDir) { nangkuriBase.SwitchDirection(); } else if (nangkuriBase.detactForward) { nangkuriBase.SwitchDirection(); } } if (Mathf.Abs(rBody.velocity.x) < nangkuriBase.RunSpeed) { rBody.velocity += new Vector2(nangkuriBase.MoveAcc * nangkuriBase.headingTo.x, 0.0f); } }