//void FixedUpdate() //{ // timer += Time.fixedDeltaTime; // if (player == null) return; // float dist = Vector3.Distance(player.transform.position, transform.position); // if (dist > attackRange) // { // transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); // } // transform.LookAt(player.transform.position); // if (timer > shootCoolDown) // { // tw.Shoot(); // timer = 0f; // } //} void Update() { //timer += Time.fixedDeltaTime; if (enemy == null) { SearchEnemy(); return; } float dist = Vector3.Distance(enemy.transform.position, transform.position); if (dist > curSD) { nam.SetDestination(enemy.transform.position); } else { nam.ResetPath(); //transform.LookAt(enemy.transform.position); Vector3 dir = enemy.transform.position - transform.position; Quaternion wantedRotation = Quaternion.LookRotation(dir); transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, rotateSpeed * Time.deltaTime); //if (timer > shootCoolDown) //{ // timer = 0f; //} } if (dist < curAR) { tw.Shoot(); } }
void FixedUpdate() { float horizontal = Input.GetAxis("HorizontalUI"); float vertical = Input.GetAxis("VerticalUI"); transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime * vertical); transform.Rotate(Vector3.up * rotateSpeed * Time.deltaTime * horizontal); if (Input.GetKeyDown(KeyCode.Space)) { tw.Shoot(); } //if (Input.GetKey(KeyCode.W)) //{ // transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); //} //if (Input.GetKey(KeyCode.S)) { // transform.Translate(Vector3.forward * -moveSpeed * Time.deltaTime); //} //if (Input.GetKey(KeyCode.A)) //{ // transform.Rotate(Vector3.up * -rotateSpeed * Time.deltaTime); //} //if (Input.GetKey(KeyCode.D)) //{ // transform.Rotate(Vector3.up * rotateSpeed * Time.deltaTime); //} }