コード例 #1
0
ファイル: Pharaoh_Snake.cs プロジェクト: lexuantien/Final
 // Update is called once per frame
 void Update()
 {
     if (enemyAI.CheckForObstacle(enemyAI.movement.speed))
     {
         enemyAI.Flip();
     }
     enemyAI.SetHorizontalSpeed(enemyAI.movement.speed);
 }
コード例 #2
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        EnemyAI enemyAI = animator.gameObject.GetComponent <EnemyAI>();

        if (enemyAI.CheckForObstacle(enemyAI.movement.speed))
        {
            enemyAI.Flip();
        }


        enemyAI.SetHorizontalSpeed(enemyAI.movement.speed);

        enemyAI.ScanTarget();
    }
コード例 #3
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        // animator.gameObject.GetComponent<EnemyAI>().SamplePatroll();

        EnemyAI enemyAI = animator.gameObject.GetComponent <EnemyAI>();

        enemyAI.CheckTargetStillVisible();
        enemyAI.CheckMeleeAttack();
        float speed = enemyAI.movement.speed + 3;

        if (enemyAI.CheckForObstacle(speed))
        {
            enemyAI.Flip();
            enemyAI.ForgetTarget();
        }
        else
        {
            enemyAI.SetHorizontalSpeed(speed);
        }
    }
コード例 #4
0
ファイル: Layka.cs プロジェクト: lexuantien/Final
    // Update is called once per frame
    void FixedUpdate()
    {
        float speed = enemyAI.movement.speed;

        if (enemyAI.CheckForObstacle(speed) == true)
        {
            enemyAI.Flip();
        }
        enemyAI.SetHorizontalSpeed(speed);


        //if(enemyAI.TargetVisible == null)
        //{

        //    float speed = enemyAI.movement.speed;
        //    if (enemyAI.CheckForObstacle(speed) == true)
        //        enemyAI.Flip();
        //    enemyAI.SetHorizontalSpeed(speed);

        //    enemyAI.ScanTargetInLongAttackArea();

        //} else
        //{
        //    enemyAI.CheckTargetStillVisible_InLongArea();

        //    enemyAI.LookAtTarget();

        //    enemyAI.CheckShootTime();

        //    enemyAI.RememberTargetPos();

        //}

        //// Enemy continue patrolling until player in vision:
        //// collide -> update facing:
        //float speed = enemyAI.movement.speed;
        //if(enemyAI.CheckForObstacle(speed) == true)
        //{
        //    enemyAI.Flip();
        //}

        //enemyAI.SetHorizontalSpeed(speed);

        //enemyAI.ScanTarget(false);

        //// found target:
        //if(enemyAI.TargetVisible == true) // random
        //{
        //    _timeUseFireRock += Time.deltaTime;
        //    // use fire rock skill:
        //    if (_timeUseFireRock >= timeUseFireRock)
        //    {
        //        animator.SetTrigger(attackFireRockAnimation);
        //        _timeUseFireRock = 0;

        //        if (animator.GetCurrentAnimatorStateInfo(0).IsName("Layka_Attack"))
        //        {
        //            animator.SetTrigger("running");
        //            enemyAI.TargetVisible = null;
        //        }
        //    }
        //}
    }