public override void Enter(MonoBehaviour origin) { SpiderStates states = (SpiderStates)origin; _agent = states.NavAgent; _target = states.GetTarget(); _subTarget = origin.transform.position; }
private IEnumerator Falling() { _spiderState = SpiderStates.Falling; while (transform.position.y > -20) { if (!bPaused) { transform.position -= new Vector3(0f, 0.05f, 0f); } yield return(null); } }
private void Update() { if (_spider.SpiderSwings) { return; } // TODO define this if (!(_player.transform.position.x + 6f > transform.position.x) || _spiderState != SpiderStates.Normal) { return; } _spiderState = SpiderStates.PreparingDrop; StartCoroutine("Drop"); }
public override void Enter(MonoBehaviour origin) { SpiderStates states = (SpiderStates)origin; _agent = states.NavAgent; _target = states.GetTarget().position; Vector3 forward = (_target - origin.transform.position); forward.y = 0f; origin.transform.forward = forward; _target = _target - forward * _disengageDistance; _agent.SetDestination(_target); }
public void Activate(SpawnType spawnTf, bool spiderSwings) { base.Activate(transform, spawnTf); _spider.SpiderSwings = spiderSwings; _spiderState = SpiderStates.Normal; }
public override void Enter(MonoBehaviour origin) { SpiderStates states = (SpiderStates)origin; _target = states.GetTarget(); }