} // update void Patrol() { currentPatrolTime += Time.deltaTime; agent.speed = walkSpeed; #region Walk if (agent.velocity.sqrMagnitude > 0) { enemyAnim.Walk(true); } else { enemyAnim.Walk(false); } #endregion if (currentPatrolTime >= patrolTimer) { currentPatrolTime = 0f; SetNewRandomDestination(); } if (Vector3.Distance(transform.position, PlayerPos.position) <= chaseDistance) { enemyBehaviour = EnemyAttackBehaviour.CHASE; } else if (Vector3.Distance(transform.position, PlayerPos.position) > chaseDistance) { enemyBehaviour = EnemyAttackBehaviour.PATROL; } }
void AnimateWalk() { if (charController.velocity.sqrMagnitude != 0) { playerAnimations.Walk(true); } else { playerAnimations.Walk(false); } }
void WalkAnime() { if (charctrl.velocity.sqrMagnitude != 0f) { playerAnimations.Walk(true); } else { playerAnimations.Walk(false); } }
} // rotate void AnimateWalk() { if (charController.velocity.sqrMagnitude != 0f) // if moving { playerAnimations.Walk(true); //Debug.Log("Walking"); } else { playerAnimations.Walk(false); } } // animatewalk
public void ClickOnInteractive() { InCar = false; animationPoliceman.Walk(); charMover.GoTo(car.transform.position); charMover.OnTargetReached += SitDownInCar; }
void OnFloorClicked(Vector3 pos) { if (state == states.CHANGING_LEVEL) { return; } if (state == states.ENTERING_DOOR) { return; } if (state == states.UI_POPUP) { return; } else if (state == states.OPENING_FRUIT_NINJA) { state = states.PLAYING; } target.transform.position = pos; LookAtTarget(target); Vector3 rot = transform.localEulerAngles; rot.x = rot.z = 0; transform.localEulerAngles = rot; moveTo.Init(pos); anim.Walk(); }
void ChasePlayer() { navAgent.SetDestination(playerTarget.position); navAgent.speed = move_Speed; if (navAgent.velocity.sqrMagnitude == 0) { enemy_Anim.Walk(false); } else { enemy_Anim.Walk(true); } if (Vector3.Distance(transform.position, playerTarget.position) <= attack_Distance) { enemy_State = EnemyState.ATTACK; } }
private void MovementInput() { baseMovement.MoveDirection = Input.GetAxis(AxisTags.HORIZONTAL) * screenMovementRight + Input.GetAxis(AxisTags.VERTICAL) * screenMovementForward; if (baseMovement.MoveDirection.sqrMagnitude > 1) { baseMovement.MoveDirection.Normalize(); } if (Input.GetAxis(AxisTags.HORIZONTAL) != 0f || Input.GetAxis(AxisTags.VERTICAL) != 0f) { anim.Walk(true); } else { anim.Walk(false); } }
void ChasePlayer() { //follow player to his position navagent.SetDestination(Playertarget.position); navagent.speed = moveSpeed; if (navagent.velocity.sqrMagnitude == 0) { EnemyAnimations.Walk(false); } else { EnemyAnimations.Walk(true); } if (Vector3.Distance(Playertarget.position, transform.position) <= attackDistance) { enemystate = EnemyState.ATTACK; } }
void ChasePlayer() { //playerTarget = GameObject.FindGameObjectWithTag(Tags.PLAYER_TAG).transform; navAgent.SetDestination(playerTarget.position); navAgent.speed = move_speed; if (navAgent.velocity.sqrMagnitude == 0) { enemy_anim.Walk(false); } else { enemy_anim.Walk(true); } if (Vector3.Distance(transform.position, playerTarget.position) <= attack_distance) { e_state = EnemyState.ATTACK; } }
private void Patrol() { agent.isStopped = false; agent.speed = walk; currentPatrolTimer += Time.deltaTime; if (currentPatrolTimer >= patrolTimer) { currentPatrolTimer = 0f; SetNewDestination(); } if (agent.velocity.sqrMagnitude > 0) { anim.Walk(true); } else { anim.Walk(false); } if (Vector3.Distance(transform.position, targetPos.position) <= chaseDistance) { enemyAttack = EnemyAttack.CHASE; } else if (Vector3.Distance(transform.position, targetPos.position) > chaseDistance) { enemyAttack = EnemyAttack.PATROL; } }
void ChasePlayer() { // navAgent.destination = playerTarget.transform.position * Time.deltaTime; navAgent.SetDestination(playerTarget.transform.position); navAgent.speed = move_speed; if (navAgent.velocity.sqrMagnitude == 0f) { // enemy_state = EnemyState.ATTACK; enem_Anim.Walk(false); } else { enem_Anim.Walk(true); } attack_distance = 35f; // print(Vector3.Distance(transform.position, playerTarget.transform.position) + " helooo beasns " + attack_distance); if (Vector3.Distance(transform.position, playerTarget.transform.position) <= attack_distance) { enemy_state = EnemyState.ATTACK; } }
public void Marian_Walk() { marian.Walk(); }