// Update is called once per frame void Update() { switch (_FriendlyCurrentState) { case Friendlystate.Idle: if (_timeridle < 0) { //idle _FriendlyAnimation.PlayIdle(); _timeridle = timeridle; } else { _timeridle -= Time.deltaTime; } break; case Friendlystate.Walking: if (_timerwalking < 0) { //walking _FriendlyAnimation.PlayWalking(); _timerwalking = timerwalking; } else { _timerwalking -= Time.deltaTime; } break; case Friendlystate.Atacking: break; case Friendlystate.Hit: break; case Friendlystate.Jumping: break; } targetx = GameObject.Find("Player").transform.position.x; x = transform.position.x; if (x >= targetx - 3f || x <= targetx - 4f) //link { _FriendlyCurrentState = Friendlystate.Walking; } else { _FriendlyCurrentState = Friendlystate.Idle; } }
// Update is called once per frame void Update() { x = gameObject.transform.position.x; y = gameObject.transform.position.y; targetx = player.transform.position.x; targety = player.transform.position.y; switch (_EnemyCurrentState) { case Enemystate.Idle: if (_timeridle < 0) { //idle _EnemyAnimation.PlayIdle(); _timeridle = timeridle; } else { _timeridle -= Time.deltaTime; } break; case Enemystate.Walking: if (_timerwalking < 0) { //walking _EnemyAnimation.PlayWalking(); _timerwalking = timerwalking; } else { _timerwalking -= Time.deltaTime; } break; case Enemystate.Atacking: break; case Enemystate.Hit: break; case Enemystate.Jumping: if (_timerjumping < 0) { _EnemyAnimation.PlayJump(); _timerjumping = timerjumping; } else { _timerjumping -= Time.deltaTime; } break; } if (flip) { gameObject.transform.rotation = Quaternion.Euler(0, 180, 0); } else if (!flip) { gameObject.transform.rotation = Quaternion.Euler(0, 0, 0); } if (x >= targetx + 0.5f && targetx >= x + lookingfield * -1) //link { _EnemyCurrentState = Enemystate.Walking; flip = false; //print("hallo"); } else if (x <= targetx - 0.5f && targetx <= x + lookingfield) //rechts { //print("hallo 2"); _EnemyCurrentState = Enemystate.Walking; flip = true; } else { _EnemyCurrentState = Enemystate.Idle; } if (y < targetx) { //_EnemyCurrentState = Enemystate.Jumping; } //print(flip); }