Пример #1
0
    void Start()
    {
        SelectDirection();        //Select direction for waveracer
        desiredDirection = waveracerDirection.horizontal;
        UpdateState("newTarget"); //Set state machine state

        //Define Arena Dimensions - Must be Performed in Start() as ArenaScaler Calculates Offsets in Awake()
        arenaBufferSize = ArenaScaler.Instance.GetColliderBufferSize();
        arenaMinX       = ArenaScaler.Instance.GetArenaBoundary("minX");
        arenaMaxX       = ArenaScaler.Instance.GetArenaBoundary("maxX");
        arenaMinY       = ArenaScaler.Instance.GetArenaBoundary("minY");
        arenaMaxY       = ArenaScaler.Instance.GetArenaBoundary("maxY");
    }
Пример #2
0
    private void SelectDirection()
    {
        float randValue = UnityEngine.Random.value; //Effectively flips a pseudo-random coin - MUST define UnityEngine.Random, as System Namespace is used, which contains a seperate Random definition

        if (randValue < 0.5f)
        {
            desiredDirection = waveracerDirection.horizontal; //Set Direction to Horizontal
        }

        else
        {
            desiredDirection = waveracerDirection.vertical; //Set Direction to Vertical
        }
    }