コード例 #1
0
ファイル: FloatyEnemy.cs プロジェクト: Autofire/Execute-R
 void PickNewState()
 {
     if (currentState == State.Idle)
     {
         currentState = State.Shoot;
         animDuration = SHOOT_DURATION;
         FireBullet(GUN_1);
         FireBullet(GUN_2);
     }
     else if (currentState == State.Shoot)
     {
         currentState = State.Idle2;
         animDuration = IDLE_CYCLE_DURATION * Random.Range(2, 5);
     }
     else if (currentState == State.Idle2)
     {
         currentState = State.Travel;
         CellPosition newCell    = GetRandomCell();
         Vector3      newPos     = dweller.GetGridWorld().GetRealPosition(newCell);
         Vector3      currentPos = gameObject.transform.position;
         float        distance   = (newPos - currentPos).magnitude;
         animDuration = distance * FLIGHT_DURATION + FLIGHT_BASE;
         dweller.AnimateToCell(newCell, animDuration, 0.0f, 2.0f);
     }
     else if (currentState == State.Travel)
     {
         currentState = State.Idle;
         animDuration = IDLE_CYCLE_DURATION * Random.Range(2, 5);
         eyesFocused  = false;
     }
 }
コード例 #2
0
ファイル: Enemy.cs プロジェクト: Autofire/Execute-R
 void Update()
 {
     moveTimer -= Time.deltaTime;
     if (moveTimer < 0)
     {
         ResetMoveTimer();
         moveTimer += moveTime;
         CellPosition next
             = GridWorld.getInstance()
               .FindRandomCellWithout(DwellerType.Enemy, GridClass.EnemyGrid);
         dweller.AnimateToCell(next, moveTime);
     }
 }
コード例 #3
0
ファイル: HopperExample.cs プロジェクト: Autofire/Execute-R
    void Update()
    {
        timer += Time.deltaTime;

        if (mode == Mode.Wait && timer >= WAIT_TIME)
        {
            // Wait time is over, fire up the animation.
            timer -= WAIT_TIME;
            mode   = Mode.Animate;
            // Start the anim at the current position...
            patrolStep++;
            if (patrolStep >= patrol.Length)
            {
                patrolStep = 0;
            }
            dweller.AnimateToCell(patrol[patrolStep], ANIMATE_TIME);
        }
        else if (mode == Mode.Animate && timer >= ANIMATE_TIME)
        {
            timer -= ANIMATE_TIME;
            mode   = Mode.Wait;

            // Make sure we are on the ground once the animation ends.
            Vector3 newPosition = gameObject.transform.position;
            newPosition.y = 0;
            gameObject.transform.position = newPosition;
        }

        if (mode == Mode.Animate)
        {
            float progress = timer / ANIMATE_TIME;
            // Compute a parabolic jump animation.
            Vector3 newPosition = gameObject.transform.position;
            newPosition.y = ANIMATION_HEIGHT * ParabolicCurve(progress);
            gameObject.transform.position = newPosition;
        }
    }