// Update is called once per frame void Update() { lvl1_GB.WorldBoundStatus status = mGameManager.ObjectCollideWorldBound(GetComponent <Renderer>().bounds); if (status != lvl1_GB.WorldBoundStatus.Inside) { Destroy(this.gameObject); } }
// Update is called once per frame void Update() { transform.position += (mSpeed * transform.up * Time.smoothDeltaTime); lvl1_GB.WorldBoundStatus status = mGameManager.ObjectCollideWorldBound(GetComponent <Renderer>().bounds); if (status != lvl1_GB.WorldBoundStatus.Inside) { mGameManager.subtractEggCount(); Destroy(this.gameObject); } }
// Update is called once per frame void Update() { // Clamp lvl1_GB.WorldBoundStatus status = mGameManager.ObjectCollideWorldBound(GetComponent <Renderer>().bounds); if (status != lvl1_GB.WorldBoundStatus.Inside) { NewDirection(); } //State Change #region State Change Vector3 toHero = transform.position - mHero.transform.position; float dot = Vector3.Dot(toHero, mHero.transform.up); if (mState == EnemyState.Stunned && Time.realtimeSinceStartup - mTimeStunned < kStunnedDuration) { mState = EnemyState.Stunned; if (null != mRenderder) { mRenderder.sprite = Resources.Load("Textures/stunned_student", typeof(Sprite)) as Sprite; } } else { if (toHero.magnitude <= 30.0f && dot > 0) // RUN { if (mState != EnemyState.Run) { var source = GetComponents <AudioSource>(); AudioSource no = source[1]; no.Play(); } mState = EnemyState.Run; if (null != mRenderder) { mRenderder.sprite = Resources.Load("Textures/running_student", typeof(Sprite)) as Sprite; } } else if (mState == EnemyState.Scary || wasScary) { mState = EnemyState.Scary; if (null != mRenderder) { mRenderder.sprite = Resources.Load("Textures/scary_student", typeof(Sprite)) as Sprite; } } else // Normal { mState = EnemyState.Normal; if (null != mRenderder) { mRenderder.sprite = Resources.Load("Textures/student", typeof(Sprite)) as Sprite; } } } #endregion // Movement #region movements if (mState == EnemyState.Normal || mState == EnemyState.Scary) { Move(); } else if (mState == EnemyState.Run) { RunAway(); } else { Rotate(); } #endregion }