private void Update() { if (GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager.SetState(GoblinState.CHASE); return; } time += Time.deltaTime; if (time > idleTime) { _manager.SetState(GoblinState.PATROL); } }
private void Update() { if (!GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager.SetState(NPCState.Stand); return; } time += Time.deltaTime; if (time > SkillTime) { _manager.SetState(NPCState.Attack); } }
// Update is called once per frame void Update() { elapsedTime += Time.deltaTime; if (elapsedTime >= idleTime) { manager.SetState(SlimeState.PATROL); Debug.Log("?"); } if (GameLib.DetectCharacter(manager.sight, manager.PlayerCc)) { manager.SetState(SlimeState.CHASE); return; } }
void Update() { if ((manager.playerCC != null) && GameLib.DetectCharacter(manager.sight, manager.playerCC)) { manager.SetState(SlimeState.CHASE); return; } elapsedTime += Time.deltaTime; if (elapsedTime >= idleTime) { manager.SetState(SlimeState.PATROL); } }
// Update is called once per frame void Update() { Debug.Log("SlimeCHASE"); if (!GameLib.DetectCharacter(manager.sight, manager.PlayerCc)) { manager.SetState(SlimeState.IDLE); return; } GameLib.JJMove(manager.scc, manager.PlayerCc.transform, manager.stat); if (Vector3.Distance(transform.position, manager.PlayerCc.transform.position) < manager.stat.slimeRange) { manager.SetState(SlimeState.ATTACK); return; } }
private void Update() { if (!GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager.SetState(MonsterState.IDLE); return; } if (Vector3.Distance(_manager.PlayerTransform.position, transform.position) < _manager.Stat.AttackRange) { _manager.SetState(MonsterState.ATTACK); return; } _manager.CC.CKMove(_manager.PlayerTransform.position, _manager.Stat); }
private void Update() { if (GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager.SetState(SlimeState.CHASE); return; } if (Vector3.Distance(destination, transform.position) < 0.1f) { _manager.SetState(SlimeState.IDLE); return; } _manager.CC.CKMove(destination, _manager.Stat); }
private void Update() { // 적을 찾았거나, 이미 찾은 상태면 쫒는다 if (_manager._bOnFound || GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager._bOnFound = true; _manager.SetState(GoblinState.CHASE); return; } if (Vector3.Distance(destination, transform.position) < 0.1f) { _manager.SetState(GoblinState.IDLE); return; } _manager.CC.CKMove(destination, _manager.Stat); }
private void Update() { GameLib.Log(this, "MonsterPATROL"); if (GameLib.DetectCharacter(_manager.sight, _manager.playercc)) { _manager.SetState(MonsterStates.Chase); return; } if ((Vector3.Distance(destination, transform.position) < 0.1f)) { _manager.SetState(MonsterStates.IDLE); return; } _manager.CC.CKMove(destination, _manager.MonsterState); }
protected override void Update() { base.Update(); if (_manager.PlayerTransform) { if (GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager.SetState(GBState.CHASE); return; } } time += Time.deltaTime; if (time > idleTime) { _manager.SetState(GBState.PATROL); } }
private void Update() { time += Time.deltaTime; if (time > idleTime) { // 일정시간이 지나면 다음 상태로 전이 if (_manager._bOnFound || GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager._bOnFound = true; _manager.SetState(GoblinState.CHASE); return; } else { _manager.SetState(GoblinState.PATROL); } } }
// Update is called once per frame void Update() { if (GameLib.DetectCharacter(manager.sight, manager.PlayerCc)) { manager.SetState(SlimeState.CHASE); return; } Vector3 diff = destination - transform.position; diff.y = 0; if (diff.magnitude < 0.1f) { manager.SetState(SlimeState.IDLE); return; } GameLib.JJMove(manager.scc, destination, manager.stat); }
private void Update() { GameLib.Log(this, "GoblinChase"); if (!GameLib.DetectCharacter(_manager.sight, _manager.playercc)) { _manager.SetState(MonsterStates.IDLE); return; } if (GameLib.DetectCharacter(_manager.sight, _manager.playercc)) { if ((Vector3.Distance(_manager.playerTran.position, transform.position) < _manager.MonsterState.AttackRange)) { _manager.SetState(MonsterStates.Attack); return; } } _manager.CC.CKMove(_manager.playerTran.position, _manager.MonsterState); }
void Update() { if (!GameLib.DetectCharacter(manager.sight, manager.playerCC)) { manager.SetState(SlimeState.IDLE); return; } if (Vector3.Distance( transform.position, manager.playerCC.transform.position) <= manager.stat.attackRange) { manager.SetState(SlimeState.ATTACK); return; } GameLib.JJMove(manager.cc, manager.playerCC.transform, manager.stat); }
private void Update() { if (GameLib.DetectCharacter(_manager.Sight, _manager.PlayerCC)) { _manager.SetState(NPCState.Run); return; } time += Time.deltaTime; if (time > idleTime) { int rand = Random.Range(1, 2); if (rand == 1) { _manager.SetState(NPCState.Walk); } else if (rand == 2) { _manager.SetState(NPCState.Idle); } } }
protected override void Update() { base.Update(); if (!GameLib.DetectCharacter(m_manager.Sight, m_manager.PlayerCC)) { m_manager.SetState(BossState.IDLE); return; } if (Vector3.Distance(m_manager.PlayerTransform.position, transform.position) < m_manager.Stat.AttackRange) { m_manager.SetState(BossState.ATTACK); return; } if (_slider.value <= 50) { m_manager.SetState(BossState.ATTACK2); transform.position = new Vector3(10, 0, 0); return; } m_manager.CC.CKMove(m_manager.PlayerTransform.position, m_manager.Stat); }
protected override void Update() { base.Update(); if (m_manager.PlayerTransform) { if (GameLib.DetectCharacter(m_manager.Sight, m_manager.PlayerCC)) { m_manager.SetState(BossState.RUN); return; } if (_slider.value <= 0) { m_manager.SetState(BossState.DEAD); } } //time += Time.deltaTime; //if (time > idleTime) //{ // m_manager.SetState(BossState.RUN); //} }