示例#1
0
        public override void RunFixedUpdate()
        {
            if (ANIMATION_DATA.AnimationNameMatches)
            {
                if (!MOVEMENT_DATA.IsGrounded)
                {
                    characterStateController.ChangeState((int)AxeEnemyState.AxeFallingIdle);
                }

                if (!AI_CONTROL.PlayerIsDead())
                {
                    MOVEMENT_DATA.Turn = move.GetTurn();
                    move.MoveForward(MOVEMENT_DATA.WalkSpeed, MOVEMENT_DATA.Turn);
                }
                else
                {
                    characterStateController.ChangeState((int)AxeEnemyState.AxeIdle);
                }
            }
            else
            {
                MOVEMENT_DATA.Turn = move.GetTurn();
                move.MoveForward(MOVEMENT_DATA.WalkSpeed * 0.7f, MOVEMENT_DATA.Turn);
            }
        }
示例#2
0
 public override void RunFixedUpdate()
 {
     if (ANIMATION_DATA.AnimationNameMatches)
     {
         //Debug.Log("jump force: " + AI_CONTROL.GetRequiredJumpForce().ToString());
         jump.JumpUp(AI_CONTROL.GetRequiredJumpForce(), false);
     }
 }
 bool ChasePlayer()
 {
     if (AI_CONTROL.GetLastPlayerWayPoint() != null)
     {
         if (AI_CONTROL.PlayerIsClose(20f))
         {
             if (!AI_CONTROL.PlayerIsDead())
             {
                 return(true);
             }
         }
     }
     return(false);
 }
        public override void RunFrameUpdate()
        {
            if (UpdateAnimation())
            {
                if (findPlayer.TriggerAttack())
                {
                    characterStateController.ChangeState((int)AxeEnemyState.AxeAttackDownward);
                    return;
                }

                if (ChasePlayer())
                {
                    if (AI_CONTROL.TargetPath.Count == 0)
                    {
                        AI_CONTROL.FindPathToPlayer();
                    }

                    //AI_CONTROL.UpdateStartPath ();
                    AI_CONTROL.InitStartPath();
                    AI_CONTROL.UpdatePathStatus();

                    switch (AI_CONTROL.GetPathFindMethod())
                    {
                    case PathFindMethod.NONE:
                        if (!AI_CONTROL.IsFacingPlayer())
                        {
                            characterStateController.ChangeState((int)AxeEnemyState.StandingTurnToRight90);
                        }
                        return;

                    case PathFindMethod.WALK:
                        characterStateController.ChangeState((int)AxeEnemyState.AxeWalkForward);
                        return;

                    case PathFindMethod.TURN:
                        characterStateController.ChangeState((int)AxeEnemyState.StandingTurnToRight90);
                        return;

                    case PathFindMethod.JUMP:
                        characterStateController.ChangeState((int)AxeEnemyState.AxeJumpingUp);
                        return;
                    }
                }
            }
        }
示例#5
0
 bool IsPastWayPoint()
 {
     if (CONTROL_MECHANISM.IsFacingForward())
     {
         if (CONTROL_MECHANISM.transform.position.x > AI_CONTROL.GetNextWayPoint().transform.position.x)
         {
             return(true);
         }
     }
     else
     {
         if (CONTROL_MECHANISM.transform.position.x < AI_CONTROL.GetNextWayPoint().transform.position.x)
         {
             return(true);
         }
     }
     return(false);
 }
示例#6
0
        public override void RunFrameUpdate()
        {
            if (UpdateAnimation())
            {
                if (findPlayer.TriggerAttack())
                {
                    characterStateController.ChangeState((int)AxeEnemyState.AxeAttackDownward);
                    return;
                }

                if (AI_CONTROL.PathUpdateCount >= 5)
                {
                    AI_CONTROL.FindPathToPlayer();
                    AI_CONTROL.PathUpdateCount = 0;
                }

                AI_CONTROL.UpdatePathStatus();

                if (AI_CONTROL.TargetPath.Count == 0)
                {
                    characterStateController.ChangeState((int)AxeEnemyState.AxeIdle);
                    return;
                }

                switch (AI_CONTROL.GetPathFindMethod())
                {
                case PathFindMethod.NONE:
                    return;

                case PathFindMethod.WALK:
                    return;

                case PathFindMethod.TURN:
                    characterStateController.ChangeState((int)AxeEnemyState.StandingTurnToRight90);
                    return;

                case PathFindMethod.JUMP:
                    characterStateController.ChangeState((int)AxeEnemyState.AxeJumpingUp);
                    return;
                }
            }
        }
示例#7
0
        public override void RunFrameUpdate()
        {
            if (UpdateAnimation())
            {
                if (ANIMATION_DATA.PlayTime > jump.JumpTime + 0.5f)
                {
                    if (MOVEMENT_DATA.IsGrounded)
                    {
                        characterStateController.ChangeState((int)AxeEnemyState.AxeFallingToLanding);
                        return;
                    }

                    if (AI_CONTROL.transform.position.y > AI_CONTROL.GetNextWayPoint().transform.position.y)
                    {
                        if (!IsPastWayPoint())
                        {
                            move.MoveForward(MOVEMENT_DATA.WalkSpeed * AI_CONTROL.GetNextWayPoint().AirWalkSpeedMultiplier, CHARACTER_TRANSFORM.rotation.eulerAngles.y);
                        }
                    }
                }
            }
        }