Пример #1
0
    void UpdateState()
    {
        Vector3 prevLaneOffset = currentLane.GetOffset();

        switch (currentState)
        {
            case DogState.CHASE:
                currentLane = player.currentLane;
                break;

            case DogState.LUNGE:
                // Take care of warning period
                if (delayTimer < LUNGE_DELAY) {
                    delayTimer += Time.deltaTime;
                    warningSprite.SetActive(true);
                }
                else {
                    warningSprite.SetActive(false);
                    lungeTimer++;

                    // If dog has finished lunging, make it go back to chasing
                    if (lungeTimer > MAX_LUNGE_TIMER)
                    {
                        lungeTimer = 0;
                        delayTimer = 0.0f;
                        currentState = DogState.CHASE;
                    }
                }
                break;
        }

        transform.position = new Vector3
        (
            transform.position.x,
            currentLane.GetY() + 0.1f,
            transform.position.z
        ) - prevLaneOffset + currentLane.GetOffset();
    }
Пример #2
0
    void ShiftLaneDown()
    {
        Debug.Log("Lane Down");

        Vector3 prevLaneOffset = currentLane.GetOffset();

        switch (currentLane)
        {
            case Lane.CLOSE:
                break;
            case Lane.MID:
                currentLane = Lane.CLOSE;
                break;
            case Lane.FAR:
                currentLane = Lane.MID;
                break;
        }

        transform.position = new Vector3
        (
            transform.position.x,
            currentLane.GetY() + 0.1f,
            transform.position.z
        ) - prevLaneOffset + currentLane.GetOffset();
    }