// Update is called once per frame void Update() { if (enemyAI.CheckForObstacle(enemyAI.movement.speed)) { enemyAI.Flip(); } enemyAI.SetHorizontalSpeed(enemyAI.movement.speed); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { EnemyAI enemyAI = animator.gameObject.GetComponent <EnemyAI>(); if (enemyAI.CheckForObstacle(enemyAI.movement.speed)) { enemyAI.Flip(); } enemyAI.SetHorizontalSpeed(enemyAI.movement.speed); enemyAI.ScanTarget(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // animator.gameObject.GetComponent<EnemyAI>().SamplePatroll(); EnemyAI enemyAI = animator.gameObject.GetComponent <EnemyAI>(); enemyAI.CheckTargetStillVisible(); enemyAI.CheckMeleeAttack(); float speed = enemyAI.movement.speed + 3; if (enemyAI.CheckForObstacle(speed)) { enemyAI.Flip(); enemyAI.ForgetTarget(); } else { enemyAI.SetHorizontalSpeed(speed); } }
// Update is called once per frame void FixedUpdate() { float speed = enemyAI.movement.speed; if (enemyAI.CheckForObstacle(speed) == true) { enemyAI.Flip(); } enemyAI.SetHorizontalSpeed(speed); //if(enemyAI.TargetVisible == null) //{ // float speed = enemyAI.movement.speed; // if (enemyAI.CheckForObstacle(speed) == true) // enemyAI.Flip(); // enemyAI.SetHorizontalSpeed(speed); // enemyAI.ScanTargetInLongAttackArea(); //} else //{ // enemyAI.CheckTargetStillVisible_InLongArea(); // enemyAI.LookAtTarget(); // enemyAI.CheckShootTime(); // enemyAI.RememberTargetPos(); //} //// Enemy continue patrolling until player in vision: //// collide -> update facing: //float speed = enemyAI.movement.speed; //if(enemyAI.CheckForObstacle(speed) == true) //{ // enemyAI.Flip(); //} //enemyAI.SetHorizontalSpeed(speed); //enemyAI.ScanTarget(false); //// found target: //if(enemyAI.TargetVisible == true) // random //{ // _timeUseFireRock += Time.deltaTime; // // use fire rock skill: // if (_timeUseFireRock >= timeUseFireRock) // { // animator.SetTrigger(attackFireRockAnimation); // _timeUseFireRock = 0; // if (animator.GetCurrentAnimatorStateInfo(0).IsName("Layka_Attack")) // { // animator.SetTrigger("running"); // enemyAI.TargetVisible = null; // } // } //} }