protected override Vector2 GetTargetPosition() { Vector2 targetPosition; if (returningToSpawn) { targetPosition = new Vector2(6.5f, 8.5f); } else if (GameManager.Instance.gameState == States.SCATTER) { targetPosition = scatterTarget; } else { // Inky's target uses both the player and Blinky Vector2 tempTargetPosition = (Vector2)player.transform.position + (GetVectorFromDirection(player.GetCurrentDirection()) * 1.0f); Vector2 blinkyPosition = blinky.transform.position; Vector2 direction = (tempTargetPosition - blinkyPosition).normalized; float mag = (tempTargetPosition - blinkyPosition).magnitude; targetPosition = blinkyPosition + direction * mag * 2.0f; } return(targetPosition); }
protected override Vector2 GetTargetPosition() { Vector2 targetPosition; if (returningToSpawn) { targetPosition = new Vector2(6.5f, 8.5f); } else if (GameManager.Instance.gameState == States.SCATTER) { targetPosition = scatterTarget; } else { // Pinky's target is ahead of the player targetPosition = (Vector2)player.transform.position + (GetVectorFromDirection(player.GetCurrentDirection()) * 2.0f); } return(targetPosition); }