public override void Update() { base.Update(); m_Character.m_TotalForce = Vector3.zero; m_Character.GetComponent <Animator>().SetFloat("VelocityX", 0.0f); timer += Time.deltaTime; if (!m_Character.m_Opponent.m_IsDead) { m_NextState = m_EnemyController.m_EnemyType.GetNextAction(); } if (Mathf.Abs(m_Character.m_Opponent.transform.position.x - m_Character.transform.position.x) > m_Character.m_BattleDistance || Mathf.Abs(m_Character.m_Opponent.transform.position.z - m_Character.transform.position.z) > 1.0f || Mathf.Abs(m_Character.m_Opponent.transform.position.y - m_Character.transform.position.y) > 1.0f) { m_Character.m_Opponent.m_Opponent = null; m_NextState = new AIMovementIdle(m_Character); } }
public override void Update() { base.Update(); m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f); m_Character.GetComponent <Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x)); if (Mathf.Abs(m_Character.m_Opponent.transform.position.x - m_Character.transform.position.x) > m_Character.m_BattleDistance || Mathf.Abs(m_Character.m_Opponent.transform.position.z - m_Character.transform.position.z) > 1.0f || Mathf.Abs(m_Character.m_Opponent.transform.position.y - m_Character.transform.position.y) > 1.0f) { m_Character.m_Opponent.m_Opponent = null; m_NextState = new AIMovementIdle(m_Character); } }
public void Land() { m_NextState = new AIMovementIdle(m_Character); }
public override void Update() { base.Update(); timer += Time.deltaTime; waitTimer += Time.deltaTime; m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f); m_Character.GetComponent<Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x)); if (Mathf.Abs(m_Character.m_Opponent.transform.position.x - m_Character.transform.position.x) > m_Character.m_BattleDistance || Mathf.Abs(m_Character.m_Opponent.transform.position.z - m_Character.transform.position.z) > 1.0f || Mathf.Abs(m_Character.m_Opponent.transform.position.y - m_Character.transform.position.y) > 1.0f) { m_Character.m_Opponent.m_Opponent = null; m_NextState = new AIMovementIdle(m_Character); } }