void Update() { if (ai.GetIsMove()) { anim.SetInteger("dir", 0); dir = ai.WhatIsDir(); ai.speed += ai.speed * Time.deltaTime; dd = true; } else if (dd) //sadece bir defa girsin. { dd = false; anim.SetInteger("dir", dir); ai.speed = BaseSpeed; if (HeadType == Type.Rock && dir > 0 && dir < 5) { Collider2D[] c = Physics2D.OverlapCircleAll(DirTransform[dir - 1].position, 0.2f); foreach (Collider2D cc in c) { if (cc.gameObject.CompareTag("Player")) { cc.GetComponent <PlayerController>().PlayerDead(); } } } } ai.Move(); }
void Update() { if (ai.enabled) { anim.SetBool("isWalk", ai.GetIsMove()); ai.Move(true); } if (GreenDie && isDie) { timer += Time.deltaTime; if (timer > .5f) { isDie = false; } } }
void Update() { if (!ai.enabled) { return; } ai.Move(true); /* if (ai.GetIsMove()) * { * anim.SetBool("run", false); * } * else * anim.SetBool("run", true);*/ anim.SetBool("run", ai.GetIsMove()); }
void Update() { //with shell if (!isDie) { ai.Move(true); anim.SetBool("walk", ai.GetIsMove()); } else if (shellCollision) { if (rb.bodyType == RigidbodyType2D.Dynamic) { rb.velocity = v2 * shellSpeed * Time.deltaTime; } } }
void Update() { if (isFirstHit) { GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic; ai.moveSpots = groundSpot; ai.speed *= 2; ai.SetIndex(0); ai.SetTime(waitTime); isFirstHit = false; //isDie = false; anim.SetBool("hit", true); Instantiate(leafsPrefab, transform.position, Quaternion.identity); } else if (anim.GetBool("hit") && GetComponent <Rigidbody2D>().velocity.y < 0.1f) { transform.localScale = new Vector3(1, 1, 1); anim.SetBool("hit", false); } ai.Move(true); anim.SetBool("run", ai.GetIsMove()); }
void Update() { v2 = transform.localScale.x == 1 ? Vector2.left : Vector2.right; RaycastHit2D[] hit = Physics2D.RaycastAll(checkPos.position, v2); attack = false; foreach (RaycastHit2D h in hit) { if (h.collider.gameObject.layer == 8) { break; //ground } if (h && h.collider.tag == "Player") { timer = 0f; attack = true; break; } } if (attack == false) { anim.SetBool("attack", false); timer += Time.deltaTime; if (timer < AttackWaitTime) { anim.SetBool("run", false); return; } ai.Move(true); anim.SetBool("run", ai.GetIsMove()); } else { anim.SetBool("attack", true); } }