public void OnUpdate()
 {
     myEnemy.MyAnimatorController.SetTrigger("Patrol");
     Rotation();
     myEnemy.navMeshAgent.SetDestination(myEnemy.transform.position);
     remaingTime += Time.deltaTime;
     if (remaingTime > timerPatrol)
     {
         myEnemy.ChangeState(new DefaultState());
     }
     if (Patrol())
     {
         myEnemy.ChangeState(new WalkState());
     }
 }
示例#2
0
    public void OnUpdate()
    {
        rotation += Time.deltaTime;
        myEnemy.navMeshAgent.SetDestination(myEnemy.player.position);
        myEnemy.transform.eulerAngles = new Vector3(myEnemy.transform.eulerAngles.x, Mathf.Lerp(myEnemy.transform.eulerAngles.y, myEnemy.player.transform.eulerAngles.y, rotation), myEnemy.transform.eulerAngles.z);

        if (myEnemy.navMeshAgent.remainingDistance <= myEnemy.AttackRange && myEnemy.navMeshAgent.remainingDistance > 0)
        {
            myEnemy.ChangeState(new AttackState());
        }
    }
示例#3
0
    public void OnUpdate()
    {
        myEnemy.MyAnimatorController.SetTrigger("FastWalk");
        rotation += Time.deltaTime;
        myEnemy.navMeshAgent.SetDestination(myEnemy.player.position);

        Rotation();

        if (myEnemy.navMeshAgent.remainingDistance <= myEnemy.AttackRange && myEnemy.navMeshAgent.remainingDistance > 0)
        {
            myEnemy.ChangeState(new AttackState());
        }
    }
示例#4
0
    public void OnUpdate()
    {
        rotation += Time.deltaTime;
        myEnemy.transform.eulerAngles = new Vector3(myEnemy.transform.eulerAngles.x, Mathf.Lerp(myEnemy.transform.eulerAngles.y, myEnemy.nexus.transform.eulerAngles.y, rotation), myEnemy.transform.eulerAngles.z);
        myEnemy.navMeshAgent.SetDestination(myEnemy.nexus.transform.position);


        if (myEnemy.MyTarget != null)
        {
            myEnemy.navMeshAgent.SetDestination(myEnemy.player.position);
            myEnemy.ChangeState(new WalkState());
        }
    }
示例#5
0
    public void OnUpdate()
    {
        myEnemy.navMeshAgent.SetDestination(myEnemy.transform.position);
        Debug.Log("PatrolState");
        remaingTime += Time.deltaTime;
        if (remaingTime > timerPatrol)
        {
            myEnemy.ChangeState(new DefaultState());
        }
        if (Patrol())
        {
            myEnemy.ChangeState(new WalkState());
        }

        if (whichside == 1)
        {
            myEnemy.transform.Rotate(0, 1f, 0);
        }
        else
        {
            myEnemy.transform.Rotate(0, -1f, 0);
        }
    }
示例#6
0
 public void OnUpdate()
 {
     rotation += Time.deltaTime;
     myEnemy.navMeshAgent.SetDestination(myEnemy.player.position);
     myEnemy.transform.eulerAngles = new Vector3(myEnemy.transform.eulerAngles.x, Mathf.Lerp(myEnemy.transform.eulerAngles.y, myEnemy.player.transform.eulerAngles.y, rotation), myEnemy.transform.eulerAngles.z);
     remaingTime += Time.deltaTime;
     if (remaingTime > timerAttack)
     {
         Attack();//tutaj jest attack na przeciwnika
         remaingTime = 0;
     }
     if (myEnemy.navMeshAgent.remainingDistance > myEnemy.AttackRange + 1)
     {
         myEnemy.ChangeState(new PatrolState());
     }
 }
示例#7
0
    public void OnUpdate()
    {
        myEnemy.MyAnimatorController.SetTrigger("DefaultWalk");
        rotation += Time.deltaTime;

        Rotation();

        myEnemy.navMeshAgent.SetDestination(myEnemy.nexus.transform.position);


        if (myEnemy.MyTarget != null)
        {
            myEnemy.navMeshAgent.SetDestination(myEnemy.player.position);
            myEnemy.ChangeState(new WalkState());
        }
    }
 public void OnUpdate()
 {
     Debug.Log(myEnemy.navMeshAgent.remainingDistance);
     myEnemy.navMeshAgent.SetDestination(myEnemy.MyTarget.position);
     rotation += Time.deltaTime;
     Rotation();
     remaingTime += Time.deltaTime;
     if (remaingTime > timerAttack)
     {
         myEnemy.MyAnimatorController.SetTrigger("CanAttack");
         Attack();//tutaj jest attack na przeciwnika
         remaingTime = 0;
     }
     if (myEnemy.navMeshAgent.remainingDistance > myEnemy.AttackRange + 1)
     {
         myEnemy.ChangeState(new PatrolState());
     }
 }