Пример #1
0
    // Use this for initialization
    void Start()
    {
        spawnManager           = GameObject.FindGameObjectWithTag("SpawnManager");
        parentOriginalPosition = transform.position;

        if (spawnManager.GetComponent <SpawnManager>().canMoreEnemiesSpawn&& spawnManager.GetComponent <SpawnManager>().canUrchinSpawn)
        {
            currentState = UrchinStates.SPAWNING;
            spawnManager.GetComponent <SpawnManager>().SpawnEnemy();
        }
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        switch (currentState)
        {
        case UrchinStates.SPAWNING:
            transform.position = parentOriginalPosition;
            currentState       = UrchinStates.MOVING;
            break;

        case UrchinStates.MOVING:
            if (isUrchinShrunk && Time.time > shrunkenTimeStamp + maxTimeAllowedShrunken)
            {
                isUrchinShrunk       = false;
                transform.localScale = new Vector3(maxScaleSize, maxScaleSize, maxScaleSize);
                extendAudio.Play();
            }

            transform.position = Vector3.MoveTowards(transform.position, urchinDestination.transform.position, movementSpeed * Time.deltaTime);

            if (Vector3.Distance(transform.position, urchinDestination.transform.position) < 1)
            {
                //transform.position = parentOriginalPosition;
                spawnResetTimeStamp = Time.time;
                currentState        = UrchinStates.WAITING;
                spawnManager.GetComponent <SpawnManager>().DestroyEnemy();
            }
            break;

        case UrchinStates.WAITING:
            if (spawnManager.GetComponent <SpawnManager>().canMoreEnemiesSpawn&& spawnManager.GetComponent <SpawnManager>().canUrchinSpawn&&
                Time.time > spawnResetTimeStamp + spawnMaxTime)
            {
                currentState = UrchinStates.SPAWNING;
                spawnManager.GetComponent <SpawnManager>().SpawnEnemy();
            }
            break;
        }
    }