/**************************************************************************************************/ //calculate move type public void CalculateMoveType(float dis) { moveType = checkForHole(dis, bossPathing.GetPoint()); if (bossPathing.GetPoint().y > transform.position.y) { moveType *= checkForWall(dis) * PointAbove(bossPathing.GetPoint()); //only check if point is above position } //if anything returns 0 it needs to stop //if anything returns 2 it needs to jump //if everything returns 1 keep going forward if (bossPathing.InBounds(bossPathing.GetPoint())) { bossPathing.NextPoint(); //get next point if hits point moveType = 0; //set move type to 0 } }
public void Update() { if (!dead)//Spencer { if (bossPathing.FindDestination(direction.x)) { bossPathing.FindPath(); bossPathing.NextPoint(); } bossPathing.DebugPoint(); bossPathing.DebugPoints(); DebugDirection(); if (canAttack) { TryAttacking(); } } }