Пример #1
0
 void SetExit()
 {
     if (RoomSpawner.GetRoomAt(transform.position) != RoomSpawner.exitRoom)
     {
         this.gameObject.SetActive(false);
     }
 }
Пример #2
0
    void StateMachine()
    {
        if (state != lastState)
        {
            Debug.Log(state);
            lastState = state;
        }

        switch (state)
        {
        case States.Idle:
            if (Vector2.Distance(rb.position, target.position) < followDistance && Vector2.Distance(rb.position, target.position) > attackRadius)
            {
                state = States.Following;
                Debug.Log("following");
            }
            break;


        case States.Following:
            //UpdatePath();
            if (RoomSpawner.GetRoomAt(target.position) != RoomSpawner.GetRoomAt(this.transform.position))
            {
                state = States.Home;
                //path.vectorPath.Clear();
                // temp, will have "return" movement
                rb.velocity = new Vector2();
                Debug.Log("not following");
            }
            if (Vector2.Distance(rb.position, target.position) < attackRadius)
            {
                state = States.StartAttacking;
            }
            break;


        case States.StartAttacking:
            var attackDir = GetDirection(target.position - transform.position);
            rb.velocity = new Vector2();
            switch (attackDir)
            {
            case Direction.North:
                North.gameObject.SetActive(true);
                break;

            case Direction.South:
                South.gameObject.SetActive(true);
                break;

            case Direction.East:
                East.gameObject.SetActive(true);
                break;

            case Direction.West:
                West.gameObject.SetActive(true);
                break;
            }
            attackCounter = attackTime;
            state         = States.Attacking;
            break;


        case States.Attacking:
            attackCounter -= Time.deltaTime;
            if (attackCounter <= 0)
            {
                DisableHitbox();
            }
            // do animation
            break;


        case States.Home:
            HomePath();
            break;
        }
    }