public override void Action(GameObject PlayerGO, GameObject EnemyGO) { Rigidbody2D rigi2d = EnemyGO.GetComponent <Rigidbody2D> (); if (Vector3.Distance(PlayerGO.transform.position, EnemyGO.transform.position) > chaseDistance) { Debug.Log("Patrol Action"); FindNextPoint(); rigi2d.velocity = tools.EnemyFilp2D(desPos, EnemyGO) * curSpeed; // turn to target } }
public override void Action(GameObject PlayerGO, GameObject EnemyGO) { tools.EnemyFilp2D(PlayerGO.transform.position, EnemyGO); Animator anim = EnemyGO.GetComponent <Animator> (); AnimatorStateInfo animinfo = anim.GetCurrentAnimatorStateInfo(0); Ctime += Time.deltaTime; if (Ctime >= AttackSpeed) { Ctime = 0; AttackSpeed += Time.deltaTime; AllowAttack = true; } else { AllowAttack = false; } EnemyGO.GetComponent <EnemyWIZController> ().IsAttack = AllowAttack; }
/// <summary> /// Enemy leave the Player /// </summary> /// <param name="PlayerGO">Player G.</param> /// <param name="EnemyGO">Enemy G.</param> public override void Action(GameObject PlayerGO, GameObject EnemyGO) { EnemyGO.GetComponent <Rigidbody2D> ().AddForce(-tools.EnemyFilp2D(PlayerGO.transform.position, EnemyGO) * 300f); LoadSource.Instance.CreateSword(EnemyGO, 3.5f, 5f); LoadSource.Instance.CreateSword(EnemyGO, 1.2f, 8f); }
public override void Action(GameObject PlayerGO, GameObject EnemyGO) { Rigidbody2D rigi2d = EnemyGO.GetComponent <Rigidbody2D> (); rigi2d.velocity = tools.EnemyFilp2D(PlayerGO.transform.position, EnemyGO) * curSpeed; }
public override void Action(GameObject PlayerGO, GameObject EnemyGO) { tools.EnemyFilp2D(PlayerGO.transform.position, EnemyGO); }