Пример #1
0
    void Update()
    {
        bool targetIsDead;
        bool targetIsOutOfRange;

        if (target == null)
        {
            targetIsDead       = false;
            targetIsOutOfRange = false;
        }
        else
        {
            var targetHealth = target.GetComponent <HealthSystem>().healthAsPercentage;
            targetIsDead = targetHealth <= Mathf.Epsilon;

            var distanceToTarget = Vector3.Distance(transform.position, target.transform.position);
            targetIsOutOfRange = distanceToTarget > currentWeaponConfig.GetMaxAttackRange();

            if (lookAtEnemy && !targetIsOutOfRange && !targetIsDead)
            {
                Vector3 targetPosition = new Vector3(target.transform.position.x,
                                                     transform.position.y,
                                                     target.transform.position.z);
                transform.LookAt(targetPosition);
            }
        }

        float characterHealth = GetComponent <HealthSystem>().healthAsPercentage;
        bool  characterIsDead = characterHealth <= Mathf.Epsilon;

        if (characterIsDead || targetIsOutOfRange || targetIsDead)
        {
            StopAllCoroutines();
        }
    }
Пример #2
0
        bool IsTargetInRange(GameObject target)
        {
            if (myRPGWeapon == null)
            {
                return(false);
            }
            float distanceToTarget = (target.transform.position - transform.position).magnitude;

            return(distanceToTarget <= myRPGWeapon.GetMaxAttackRange());
        }