void Start() { if (moveTowards.willMoveTowardsX || moveTowards.willMoveTowardsY) { if (moveTowards.isEnabled) { moveTowards.transformToMoveTowards = GameManager.Instance.player.transform; } } if (startingMovement.willFacePlayerAtStart) { FacePlayer(); if (GameManager.Instance.player) //If we turn to face something, make sure our startingDirection is set to the direction we face { if (startingMovement.horizontal != Direction.Horizontal.Neutral) { if (GameManager.Instance.player.transform.position.x < transform.position.x) { startingMovement.horizontal = Direction.Horizontal.Left; } else { startingMovement.horizontal = Direction.Horizontal.Right; } } if (startingMovement.vertical != Direction.Vertical.Neutral) { if (GameManager.Instance.player.transform.position.y < transform.position.y) { startingMovement.vertical = Direction.Vertical.Down; } else { startingMovement.vertical = Direction.Vertical.Up; } } if (moveTowards.usePlayerAsTarget) { moveTowards.transformToMoveTowards = GameManager.Instance.player.transform; } } } if (slots.controller) { slots.controller.SetAxis(new Vector2((int)startingMovement.horizontal, (int)startingMovement.vertical)); } attacks.currentFrameBetweenAttacks = RexMath.RandomInt(attacks.minFramesBetweenAttacks, attacks.maxFramesBetweenAttacks); jump.currentFrameBetweenJumps = jump.framesBetweenJumps; }
protected void CheckForAttacks() { if (attacks.attackToPerform != null) { attacks.currentFrameBetweenAttacks--; if (attacks.currentFrameBetweenAttacks <= 0) { attacks.currentFrameBetweenAttacks = RexMath.RandomInt(attacks.minFramesBetweenAttacks, attacks.maxFramesBetweenAttacks); attacks.attackToPerform.Begin(); } } }
public void Show() { string message = "READY"; if (messages.Count > 0) { int random = RexMath.RandomInt(0, messages.Count - 1); message = messages[random]; } textMesh.text = message; StartCoroutine("ShowCoroutine"); }