public override void Move() {//faz o controle de movimento NpcRB.velocity = new Vector3(Horizontal * Speed, NpcRB.velocity.y, Vertical * Speed); if (!IsRescued) { if (Horizontal != 0 || Vertical != 0) { NpcAnimator.SetBool("IsWalk", true); } else { NpcAnimator.SetBool("IsWalk", false); } } }
private void MoveOut() {//função que movimenta o objeto rpa fora da tela int Rand = Random.Range(0, 50); if (Rand < 25) { Horizontal = -1; } else { Horizontal = 1; } Speed = 10; Vertical = 0.0f; this.gameObject.layer = LayerMask.NameToLayer("MovingOut"); NpcAnimator.SetBool("Mask", Masked); }
public override void Move() {//faz a movimentação do inimigo var pos = Gamecontroller.PlayerTransform.position; if (IsFollow && IsWalking) { if ((IsLookLeft && transform.position.x <= pos.x + 0.5f) || (!IsLookLeft && transform.position.x >= pos.x - 0.5f)) { IsWalking = false; } else { transform.position = Vector3.MoveTowards(transform.position, pos, Speed * Time.deltaTime); } NpcAnimator.SetBool("IsWalking", IsWalking); } }
private void SickOut() {//retirar o objeto contaminado e chamando a animação própria PersonSR.color = Color.white; Speed = 20; int Rand = Random.Range(0, 50); if (Rand < 25) { Horizontal = -1; } else { Horizontal = 1; } Vertical = 0.0f; this.gameObject.layer = LayerMask.NameToLayer("MovingOut"); Gamecontroller.PlaySFX(Gamecontroller.SfxRescue); NpcAnimator.SetBool("IsRescued", IsRescued); }