public override void update(GameLib.Entity.NonPlayerCharacter.AICharacter character) { //Add your code below. KeysPressed keysPressed = character.getEntity().getKeysPressed(); keysPressed.reset(); if (isWaiting) { if (character.transform.position.x > player.transform.position.x) { character.SpriteRenderer.flipX = true; } if (character.transform.position.x < player.transform.position.x) { character.SpriteRenderer.flipX = false; } } else { if (newPosition.x > 0.0f) { keysPressed.right = true; } if (newPosition.x < 0.0f) { keysPressed.left = true; } if (newPosition.y > 0.0f) { keysPressed.up = true; } if (newPosition.y < 0.0f) { keysPressed.down = true; } } character.KeysPressed = keysPressed; maxTimeForWalking -= Time.deltaTime; if (!isWaiting && maxTimeForWalking < 0.0f) { maxTimeForWalking = Random.Range(0.50f, 2.0f); isWaiting = true; } else if (isWaiting && maxTimeForWalking < 0.0f) { character.AiCharacterController.switchBrain(((BrainFactory)character.AiCharacterController.Factory).getAttackBrain(character)); } }
public override void update(GameLib.Entity.NonPlayerCharacter.AICharacter character) { //Add your code below. KeysPressed keysPressed = character.getEntity().getKeysPressed(); keysPressed.reset(); character.KeysPressed = keysPressed; respawnTimer -= Time.deltaTime; if (respawnTimer < 0.0f) { Sun sun = GameObject.FindGameObjectWithTag("Sun").GetComponent <Sun>(); sun.respawn(character.gameObject); } }
public override void update(GameLib.Entity.NonPlayerCharacter.AICharacter character) { //Add your code below. // Debug.Log("Dog is attacking"); //1 if in position do the attack posTar = ((NonPlayerCharacter.Dog)character).target.transform.position; pos = ((NonPlayerCharacter.Dog)character).transform.position; KeysPressed keysPressed = character.getEntity().getKeysPressed(); keysPressed.reset(); attackCoolDown -= Time.deltaTime; if (attackCoolDown <= 0.0f && maxAttackDistance >= Vector2.Distance(posTar, pos)) { attackCoolDown = Random.Range(2.0f, 4.0f); keysPressed.attack = true; } if ((pos.y) < (posTar.y - 0.1f)) { keysPressed.up = true; } if (pos.y > (posTar.y + 0.1f)) { keysPressed.down = true; } if (pos.x < (posTar.x - 0.1f)) { keysPressed.right = true; } if (pos.x > (posTar.x + 0.1f)) { keysPressed.left = true; } character.KeysPressed = keysPressed; }