Пример #1
0
        // Update is called once per frame
        private void Update()
        {
            if (isGrounded)
            {
                var facingMultiplier = IsFacingRight ? (sbyte)1 : (sbyte)-1;

                switch (GroundMovementState)
                {
                case GroundMovementState.Stop:
                    moveDirection = Vector3.zero;
                    break;

                case GroundMovementState.MoveForward:
                    //TryOrientateCharacter();
                    moveDirection.x = facingMultiplier * moveSpeed;
                    break;

                case GroundMovementState.Jump:
                    //TryOrientateCharacter();
                    moveDirection.y = JumpSpeed;
                    if (canJumpForward)
                    {
                        moveDirection.x = facingMultiplier * moveSpeed;
                    }
                    if (jumpDelay > 0)
                    {
                        StartCoroutine(JumpWaiter(jumpDelay));
                    }
                    break;

                case GroundMovementState.Patrol:
                    if (!currentWaypoint)
                    {
                        currentWaypoint = waypoints[waypointIndex];
                    }

                    var   difference = currentWaypoint.position - transform.position;
                    float distanceX  = Mathf.Abs(difference.x);

                    if (distanceX > .1f && difference.x != 0)
                    {
                        moveDirection.x = Mathf.Sign(difference.x) * moveSpeed;

                        transform.eulerAngles = difference.x > 0f ? Vector3.zero : 180 * Vector3.up;
                    }
                    else
                    {
                        StartCoroutine(ArriveAtWaypoint(arriveDelay));
                    }
                    break;

                case GroundMovementState.Dash:
                    break;

                case GroundMovementState.Chase:
                    //var tempFacingMultiplier = player.transform.position.x > transform.position.x ? (sbyte)1 : (sbyte)-1;
                    //IsFacingRight = facingMultiplier == tempFacingMultiplier ? IsFacingRight : !IsFacingRight;
                    //facingMultiplier = IsFacingRight ? (sbyte)1 : (sbyte)-1;
                    //OrientateCharacter();
                    //moveDirection.x = facingMultiplier * moveSpeed;
                    //if (!hasChased)
                    //{
                    //    facingMultiplier = player.transform.position.x > transform.position.x ? (sbyte)1 : (sbyte)-1;
                    //    moveDirection.x = facingMultiplier * moveSpeed;
                    //    hasChased = true;
                    //}

                    //transform.position = Vector2.MoveTowards(transform.position, new Vector2(player.transform.position.x, transform.position.y), moveSpeed * Time.deltaTime / 2);
                    var playerDifference = player.transform.position - transform.position;
                    if (!hasChased)
                    {
                        transform.position = Vector2.MoveTowards(transform.position, new Vector2(player.transform.position.x, transform.position.y), moveSpeed * Time.deltaTime);

                        transform.eulerAngles = playerDifference.x > 0f ? Vector3.zero : 180 * Vector3.up;

                        hasChased = true;
                    }
                    break;

                case GroundMovementState.Attack:
                    //timer = defaultTimer;
                    print("\t\t\tATTACKING");
                    moveDirection = Vector3.zero;
                    break;

                default:
                    break;
                }
            }

            moveDirection.y -= gravity * Time.deltaTime;

            CharacterController.move(moveDirection * Time.deltaTime);
            Flags = CharacterController.collisionState;

            isGrounded = Flags.below;


            if (GroundMovementState.Equals(GroundMovementState.Chase))
            {
                OrientateCharacter();
            }
            else
            {
                TryOrientateCharacter();
            }

            hit = Physics2D.Raycast(raycast.position, (IsFacingRight ? (sbyte)-1 : (sbyte)1) * Vector2.left, raycastLength, layerMask);
            DebugRaycast();
            if (hit.collider && hit.collider.tag == "Player")
            {
                distance = Vector2.Distance(transform.position, player.transform.position);
                if (distance > attackDistance || hasCooldown)
                {
                    GroundMovementState = GroundMovementState.Chase;
                }
                else
                {
                    GroundMovementState = GroundMovementState.Attack;
                }
            }
            else
            {
                //GroundMovementState = defaultGroundMovementState;
            }
        }
Пример #2
0
    void Update()
    {
        if (isGrounded)
        {
            //STOP
            if (groundMovementState.Equals(GroundMovementState.Stop))
            {
                _moveDirection = Vector3.zero;
                if (isGrounded && !jumpAndWait)
                {
                    StartCoroutine("MoveForwardFromStop");
                }
                //rb.velocity = new Vector2(0, 0);
                //rb.angularVelocity = 0f;
            }
            //MOVE FORWARD
            else if (groundMovementState.Equals(GroundMovementState.MoveForward))
            {
                if (_isFacingLeft)
                {
                    _moveDirection.x = -moveSpeed;
                }
                else
                {
                    _moveDirection.x = moveSpeed;
                }
            }
            //JUMP
            else if (groundMovementState.Equals(GroundMovementState.Jump))
            {
                jumpAndWait = true;
                if (jumpAndWait)
                {
                    StartCoroutine(JumpAndWait());
                }
                _moveDirection.y = jumpSpeed;

                if (jumpForward && _isFacingLeft)
                {
                    _moveDirection.x = -moveSpeed;
                }
                else if (jumpForward && !_isFacingLeft)
                {
                    _moveDirection.x = moveSpeed;
                }
            }
            ////PATROL
            //else if (groundMovementState.Equals(GroundMovementState.Patrol))
            //{
            //    if (!_currentTarget)
            //        _currentTarget = wayPoints[_wayPointCounter];

            //    Vector3 difference = _currentTarget.position - transform.position;
            //    float distanceX = Mathf.Abs(difference.x);

            //    if(distanceX > 0.1f)
            //    {
            //        //current target is to the right of the enemy
            //        if(difference.x > 0f)
            //        {
            //            _moveDirection.x = moveSpeed;
            //            transform.eulerAngles = new Vector3(0, 180, 0);
            //        }
            //       else if (difference.x < 0f)
            //        {
            //            _moveDirection.x = -moveSpeed;
            //            transform.eulerAngles = new Vector3(0, 0, 0);
            //        }
            //    }
            //    else
            //    {
            //        StartCoroutine("ArriveAtWaypoint");
            //    }
            //}
            //else if (groundMovementState.Equals(GroundMovementState.Dash))
            //{

            //}
        }
        // if isGrounded Ends HERE


        _moveDirection.y -= gravity * Time.deltaTime;
        _characterController.move(_moveDirection * Time.deltaTime);
        //flags, will tell you if your controler has collided (asdw)
        _flags = _characterController.collisionState;
        //detect if the E is on the ground, if it is then isGrounded = true
        isGrounded = _flags.below;

        if (autoTurn)
        {
            if (_flags.left && _isFacingLeft)
            {
                Turn();
            }
            else if (_flags.right && !_isFacingLeft)
            {
                Turn();
            }
        }
    }