void animRun() { if (agent.velocity.magnitude > 5.5) { } else { animState = TakaAnim.Walk; } }
void animIdle() { if (agent.velocity.magnitude < 0.5) { } else { animState = TakaAnim.Walk; } }
void animWalk() { if (agent.velocity.magnitude > 0.5) { } else { animState = TakaAnim.Idle; } }
void Start() { //intialize variables rb = GetComponent <Rigidbody>(); home = gameObject.transform.position; distanceToFloor = home.y + 0.1F; startingRotation = gameObject.transform.rotation; actorID = GetComponent <Actor>(); State = TakaState.Idle; animState = TakaAnim.Idle; awake = false; PlayerObject = GameObject.FindGameObjectWithTag("Player"); cam = Camera.main; oldPosition = home; posTimer = 6; posTimer2 = 3; root = MazeGenerator.getSectionBasedOnLocation(home); if (root != null) { nodes = MazeGenerator.GetIntersectionNodes(root); } currentNode = StartingNode; agent = GetComponent <NavMeshAgent>(); agent.updatePosition = false; agent.updateRotation = true; agent.nextPosition = transform.position; //transform.position = agent.nextPosition; agent.Warp(transform.position); fleeingInu = false; column = (int)((home.x - 8) / 6); row = (int)((home.z - 8) / 6); allNodes = MazeGenerator.nodesInSection(root); foreach (MazeNode n in allNodes) { if (n.Col == column && n.Row == row) { homeNode = n; } } }