示例#1
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#2
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);
                        }
                    }
                }
            }
        }