void DoFacing() { Vector3 facingVector = player.transform.position - this.transform.position; EntityFacing facing = Facing.DirectionToFacing(facingVector); animator.Play("ArcherWalk" + facing.ToString()); }
private void PursuePlayer() { // if (modeTime > pursuitTime) // { // } if (modeTime > pursuitTime) { Mode = AIMode.Aim; //lock in facing facing = Facing.DirectionToFacing(Player.Instance.transform.position - this.transform.position); } else { destination = FindClosestAlignedDistance(this.transform.position, Player.Instance.transform.position, preferredFireDistance); Vector3 movement = destination - this.transform.position; float timedPositioningSpeed = moveSpeed * Time.fixedDeltaTime; if (movement.magnitude < timedPositioningSpeed) { Mode = AIMode.Aim; //lock in facing facing = Facing.DirectionToFacing(Player.Instance.transform.position - this.transform.position); } else { movement = movement.normalized * timedPositioningSpeed; } base.MoveWithSliding(movement); } }