void FormlessBehavior() { //print("im a formless enemy character"); //movement behavior Vector2 movementDirection = (movementPathPoints[currentMovementPathPoint].transform.position - gameObject.transform.position).normalized; //print(movementDirection); //moving the player customCharacterController.Move(movementDirection); //gets next movementPathPoints point when player is close to its destination if (Vector3.Distance(gameObject.transform.position, movementPathPoints[currentMovementPathPoint].transform.position) < .1f) { currentMovementPathPoint++; if (currentMovementPathPoint >= movementPathPoints.Length) { currentMovementPathPoint = 0; } } if (!aggressiveCharacter) { return; } //attack behavuior if (attackCoowdown <= 0) { int attackDirection = Random.Range(0, attackDirectionPoints.Length); customAttackController.Attack(attackDirectionPoints[attackDirection].transform.position, attackType); attackCoowdown = intervalBetweenAttacks; } else { attackCoowdown -= Time.fixedDeltaTime; } }
public void UseActiveItem(GameObject itemEffect) { attackController.Attack(sightPoint.transform.position, itemEffect); //passar objeto }