// Update is called once per frame void Update() { input = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical")); if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.RightArrow)) { UtilityHelper.ChangeRotation(transform, input); } if (Input.GetKeyDown(KeyCode.Space)) { StartCoroutine(Dash()); } }
// Update is called once per frame void Update() { // Locking on target if (target != null && UtilityHelper.IsGameObjectSleeping(gameObject)) { Vector3 dir = target.position - transform.position; UtilityHelper.ChangeRotation(transform, dir); } if (fireCountdown <= 0f) { if (UtilityHelper.IsGameObjectSleeping(gameObject)) { Shoot(); } fireCountdown = 1f / fireRate; } fireCountdown -= Time.deltaTime; }
// Update is called once per frame void Update() { enemy.SetDestination(player.position); healthBarInstance.value = ReturnHitPoint(); if (currentHealth <= 0) { Destroy(gameObject); // Drop an upgrade here } if (healthBarInstance != null) { SetPositionOfHealthBar(healthBarInstance, transform); } // Always look at the player Vector3 dir = player.position - transform.position; UtilityHelper.ChangeRotation(transform, dir); }