void Updating() { if (!soundsStarted) { soundsStarted = true; StartCoroutine("EngardeSound"); } if (!enemy.GetAttackTimer()) { enemy.TimeBeforeAttackStart(); } enemy.Engarde(); //TRANSITIONS GO HERE if (enemy.GetTimerSetOff()) { enemy.SetTimerSetOff(false); enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("attack", true); ToAttackState(); } else if (enemy.EnemyIsTooClose()) { GetComponent <Rigidbody>().AddForce(-transform.forward * 5, ForceMode.Impulse); } else if ((enemy.PlayerInFieldOfView() || enemy.PlayerDetected()) && enemy.EnemyIsOutsideEngardeDistance()) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("chase", true); ToChaseState(); } else if (!enemy.PlayerInFieldOfView() && !enemy.PlayerDetected() && !enemy.PlayerIsWithinStrikingDistance()) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("patrol", true); ToPatrolState(); } else if (enemy.PlayerIsAttacking() && enemy.WillAttemptToCounter() && enemy.PlayerIsWithinStrikingDistance()) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("block", true); ToBlockSwordState(); } else { ToEngardeState(); } }
void Updating() { //aim enemy sword/projectile at player and attack if (!startedAttack) { enemy.PlaySound(enemy.enemyAudio, enemy.attackSound); startedAttack = true; enemy.Attack(); } if (enemy.GetRigidBody().velocity.magnitude >= 0 && enemy.GetRigidBody().velocity.magnitude <= 0.1f) { endedAttack = true; } //TRANSITIONS GO HERE if ((enemy.PlayerInFieldOfView() || enemy.PlayerDetected()) && !enemy.PlayerIsWithinStrikingDistance() && (endedAttack || (enemy.GetRigidBody().velocity.magnitude >= 0 && enemy.GetRigidBody().velocity.magnitude <= 0.1f))) { startedAttack = false; endedAttack = false; enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("chase", true); ToChaseState(); } else if (enemy.PlayerInFieldOfView() && enemy.PlayerIsWithinStrikingDistance() && (endedAttack || (enemy.GetRigidBody().velocity.magnitude >= 0 && enemy.GetRigidBody().velocity.magnitude <= 0.1f))) { startedAttack = false; endedAttack = false; enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("engarde", true); ToEngardeState(); } else { startedAttack = false; endedAttack = false; enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("patrol", true); ToPatrolState(); } }
void Updating() { //dodge sword enemy.PlaySound(enemy.enemyAudio, enemy.attackSound); enemy.AvoidSword(); //TRANSITIONS GO HERE if (!enemy.PlayerInFieldOfView() && !enemy.PlayerIsWithinStrikingDistance() && !enemy.PlayerDetected()) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("patrol", true); ToPatrolState(); } else { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("chase", true); ToChaseState(); } }
void Updating() { if (!soundsStarted) { soundsStarted = true; StartCoroutine("ChaseSound"); } enemy.ChasePlayer(); if (enemy.gameObject.name == "Enemy (1)") { Debug.Log("this should be called"); } //TRANSITIONS GO HERE if (!enemy.PlayerDetected() && !enemy.PlayerInFieldOfView()) { enemy.SetPriorityPatrol(true); enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("patrol", true); ToPatrolState(); } else if (enemy.EnemyIsTooClose()) { GetComponent <Rigidbody>().AddForce(-transform.forward * 5, ForceMode.Impulse); } else if (enemy.EnemyIsWithinAllowableBounds() && enemy.PlayerInFieldOfView()) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("engarde", true); ToEngardeState(); } else { ToChaseState(); } }
void Updating() { /*if (!soundsStarted) * { * soundsStarted = true; * enemy.PlaySound(enemy.enemyAudio, enemy.patrolSound); * enemy.enemyAudio.loop = true; * }*/ //randomly move around if (enemy.GetPriorityPatrol()) { enemy.PriorityPatrol(); } else { enemy.Patrol(); } //TRANSITIONS GO HERE if ((enemy.PlayerDetected() || enemy.PlayerInFieldOfView())) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("investigate", true); ToInvestigateState(); } else if (enemy.PlayerIsAttacking() && enemy.WillAttemptToCounter() && enemy.PlayerIsWithinStrikingDistance() && enemy.PlayerInFieldOfView()) { enemy.ResetAnimatorBools(enemy.anim); enemy.anim.SetBool("block", true); ToBlockSwordState(); } else { ToPatrolState(); } }