void Update() { if (!m_isAIActive) { return; } m_stateTimeElapsed += Time.deltaTime; m_currentState.UpdateState(this); }
void Update() { if (!aiActive) { return; } currentState.UpdateState(this); if (pathTimer > 0) { pathTimer -= Time.deltaTime; } }
private void Update() { if (currentState != null) { AI_State nextState = currentState.UpdateState(this); if (nextState is AI_PreviousState) { nextState = previousState; } if (nextState != null) { ChangeState(nextState); } //Update Animation Speed velocity = navMeshAgent.velocity; //if (brain_rigidbody.velocity.magnitude > magnitudeMax) //{ // magnitudeMax = brain_rigidbody.velocity.magnitude; //} //Debug.Log(gameObject.name + " - RB " + brain_rigidbody.velocity.magnitude.ToString()); //Debug.Log(gameObject.name + " - AN " + brain_animator.velocity.magnitude.ToString()); //Debug.Log(gameObject.name + " - NM " + navMeshAgent.velocity.magnitude.ToString()); if (velocity.magnitude > 1.6f) { brain_animator.SetFloat("Speed", 5.6f, moveSpeedDamp, Time.deltaTime); } else if (velocity.magnitude > 0.1f) { brain_animator.SetFloat("Speed", 2.0f, moveSpeedDamp, Time.deltaTime); } else { brain_animator.SetFloat("Speed", 0f, moveSpeedDamp, Time.deltaTime); } } }
private void Update() { DeltaT = Time.deltaTime; StunTimer += Time.deltaTime; if (AIActive == false || _CurrentSate == null) { return; } else { _CurrentSate.UpdateState(this); } // Running animation if (WalkAnim == true) { AnimController.SetBool("IsWalking", true); } else { AnimController.SetBool("IsWalking", false); } }