// Update is called once per frame void Update() { if (status == Status.Dead) { if (dead) { return; } //NetWorkingScript.RemoveMLable(id); animation.Play("Die"); Destroy(gameObject, 2); dead = true; } NetWorkingScript.UpdateMLabel(id, transform.position, hp); if (status == Status.Flares) { animation.Play("RifleShoot"); EmitFlares(); animation.CrossFade("Idle"); status = Status.Idle; //NewWorkingScript.MarineIdleReport(id, transform.position.x, transform.position.z); } if (status == Status.GunAttack) { animation.Play("GunShoot"); GunShoot(); animation.CrossFade("Idle"); status = Status.Idle; //NewWorkingScript.MarineIdleReport(id, transform.position.x, transform.position.z); } if (status == Status.Run) { targetDistance = Vector3.Distance(transform.position, targetPostion); if (targetDistance > 0) { animation.CrossFade("Run"); transform.position = Vector3.Lerp( transform.position, targetPostion, Time.deltaTime * moveSpeed / targetDistance ); } else { transform.position = targetPostion; animation.CrossFade("Idle"); status = Status.Idle; NetWorkingScript.MarineIdleReport(id, transform.position.x, transform.position.z); } } }
// Update is called once per frame void Update() { if (status == Status.Dead) { if (dead) return; //NetWorkingScript.RemoveMLable(id); animation.Play("Die"); Destroy(gameObject, 2); dead = true; } NetWorkingScript.UpdateMLabel(id, transform.position, hp); if (status == Status.Flares) { animation.Play("RifleShoot"); EmitFlares(); animation.CrossFade("Idle"); status = Status.Idle; //NewWorkingScript.MarineIdleReport(id, transform.position.x, transform.position.z); } if(status == Status.GunAttack) { animation.Play("GunShoot"); GunShoot(); animation.CrossFade("Idle"); status = Status.Idle; //NewWorkingScript.MarineIdleReport(id, transform.position.x, transform.position.z); } if(status == Status.Run) { targetDistance = Vector3.Distance(transform.position, targetPostion); if(targetDistance > 0) { animation.CrossFade("Run"); transform.position = Vector3.Lerp( transform.position, targetPostion, Time.deltaTime * moveSpeed/targetDistance ); } else { transform.position = targetPostion; animation.CrossFade("Idle"); status = Status.Idle; NetWorkingScript.MarineIdleReport(id, transform.position.x, transform.position.z); } } }