void Start() { Health = maxHealth; initialHealth = Health; characterMove = GetComponent <CharacterMove>(); finishedMoving = CheckForTarget; characterMove.finishedMoving = finishedMoving; state = State.Idle; UpdateOverHead(); }
void FixedUpdate() { var horizontalVelocity = new Vector3(agent.velocity.x, 0, agent.velocity.z); isMoving = horizontalVelocity.magnitude > 0.5; if (moveTriggered && !isMoving) { moveTriggered = false; FinishedMoving?.Invoke(); } if (isMoving) { //playerMarker.transform.position = agent.destination; //playerMarker.SetActive(true); if (agent.remainingDistance > 6) { animator.SetBool("Running", true); animator.SetBool("Moving", false); agent.speed = 6; } else { animator.SetBool("Moving", true); animator.SetBool("Running", false); agent.speed = 3; } } else { animator.SetBool("Moving", false); animator.SetBool("Running", false); // playerMarker.SetActive(false); } }
void Start() { Health = maxHealth; initialHealth = Health; characterMove = GetComponent<CharacterMove>(); finishedMoving = CheckForTarget; characterMove.finishedMoving = finishedMoving; state = State.Idle; UpdateOverHead(); }