コード例 #1
0
ファイル: PlantBehaviour.cs プロジェクト: MrTroyD/FeedMeh
 // Start is called before the first frame update
 void Start()
 {
     this._startingLocation = this._mouth.transform.position;
     this._currentBehaviour = PlantAttackMode.Idle;
 }
コード例 #2
0
ファイル: PlantBehaviour.cs プロジェクト: MrTroyD/FeedMeh
    // Update is called once per frame
    void Update()
    {
        //If the player is within Range look at the player

        this._hungerGauge -= Time.deltaTime * this._hungerPerSecond;
        if (this._hungerGauge < 0)
        {
            print("dead?");
            this._hungerGauge = 0;
            this.enabled      = false;

            MainGame.Instance.GameOver();
        }

        this.healthBarPercentage = Mathf.Clamp(this._hungerGauge / (this._maxHungerArea * 10f), 0.001f, 1f);


        for (int i = this._foodInArea.Count - 1; i >= 0; i--)
        {
            FoodInArea fia = this._foodInArea[i];
            if (fia.food == null)
            {
                this._foodInArea.RemoveAt(i);
                continue;
            }

            fia.timeInArea += (fia.food.lifeStatus == PossibleFood.FoodStatus.Veggies) ?  Time.deltaTime * (1 - this._tasteForMeat) : Time.deltaTime;
            if (this._currentBehaviour != PlantAttackMode.Idle)
            {
                continue;
            }

            if (fia.timeInArea > this._hungerGauge || fia.timeInArea > this._maxHungerArea)
            {
                if (fia.food == null)
                {
                    continue;
                }
                //TODO: Attack charge up
                this._currentBehaviour = PlantAttackMode.Attacking;

                this._plantAnimator.Play("Bite");
                this._attackPoint = fia.food.transform.position;
                this._attackTime  = 0;
            }
        }

        if (this._currentBehaviour == PlantAttackMode.Attacking)
        {
            this._attackTime += Time.deltaTime;
            this._mouth.transform.position = Vector3.Lerp(this._startingLocation, this._attackPoint, this._attackTime / this._attackSpeed);
            this._mouth.LookAt(this._attackPoint);
            if (this._attackTime > this._attackSpeed)
            {
                this._attackTime       = 0;
                this._currentBehaviour = PlantAttackMode.Recoiling;

                Collider[] hitColliders = Physics.OverlapSphere(this._mouth.position, .25f);
                if (hitColliders.Length > 0)
                {
                    for (int n = 0; n < hitColliders.Length; n++)
                    {
                        if (hitColliders[n].gameObject.layer == LayerMask.NameToLayer("Plant"))
                        {
                            continue;
                        }

                        PossibleFood pf = hitColliders[n].gameObject.GetComponentInParent <PossibleFood>();
                        if (pf == null)
                        {
                            continue;
                        }

                        if (pf.lifeStatus == PossibleFood.FoodStatus.Veggies || pf.lifeStatus == PossibleFood.FoodStatus.Meat)
                        {
                            OnEat(pf);
                        }
                    }
                }
            }
        }

        if (this._currentBehaviour == PlantAttackMode.Recoiling)
        {
            this._attackTime += Time.deltaTime;
            this._mouth.transform.position = Vector3.Lerp(this._attackPoint, this._startingLocation, this._attackTime / this._attackSpeed);

            if (this._attackTime > this._attackSpeed)
            {
                this._attackTime       = 0;
                this._currentBehaviour = PlantAttackMode.Idle;
            }
        }



        switch (this._currentBehaviour)
        {
        case PlantAttackMode.Idle:
            OnIdling();
            break;
        }
    }