public void updateStates() { timeSinceAttack += Time.deltaTime; walkTowards(); if (enemyPattern.GetLineOfSight() < enemyPattern.distanceFrom) { toIdleState(); } if (enemyPattern.inChallenge == true) { toChallengeState(); } }
public void updateStates() { if (enemyPattern.inChallenge == false) { toIdleState(); } float[] distances = new float[enemyPattern.target.Length]; for (int i = 0; i < distances.Length; ++i) { distances[i] = Vector3.Distance(enemyPattern.transform.position, enemyPattern.target[i].transform.position); } float smallestDistance = 999; int smallestIDx = 0; for (int i = 0; i < distances.Length; ++i) { if (distances[i] < smallestDistance) { smallestDistance = distances[i]; smallestIDx = i; } } for (int i = 0; i < distances.Length; ++i) { if (distances[i] < enemyPattern.GetLineOfSight()) { enemyPattern.navMeshAgent.SetDestination(enemyPattern.target[smallestIDx].transform.position); } } }
private void playerInRange() { if (enemyPattern.endGame == true) { return; } else { for (int i = 0; i < enemyPattern.target.Length; ++i) { enemyPattern.distanceFrom = Vector3.Distance(enemyPattern.transform.position, enemyPattern.target[i].transform.position); if (enemyPattern.distanceFrom < enemyPattern.GetLineOfSight()) { toAttackState(); } else { if (enemyPattern.wayPoints.Length > currentDestination && enemyPattern.inChallenge == false) { if (Vector3.Distance(enemyPattern.transform.position, enemyPattern.wayPoints[currentDestination].transform.position) < 6) { newDestination(currentDestination); } enemyPattern.navMeshAgent.SetDestination(enemyPattern.wayPoints[currentDestination].transform.position); } } } } }