示例#1
0
    void Update()
    {
        // Animations
        if (m_aggro.isInCombat())
        {
            m_anim.SetAnimation(Animation.ATTACK);
        }
        else if (m_groundCheck.isGrounded())
        {
            m_anim.SetAnimation(Animation.WALK);
        }
        else
        {
            m_anim.SetAnimation(Animation.IDLE);
        }

        //Effects
        if (m_stats.getHp() == 0)
        {
            m_lastSeenHp = m_stats.getHp();
            m_anim.SetEffect(Effect.DEATH);
            m_anim.PauseAnimation();
        }
        else if (m_lastSeenHp > m_stats.getHp())
        {
            m_lastSeenHp = m_stats.getHp();
            m_anim.SetEffect(Effect.DAMAGE);
        }
    }
示例#2
0
    void Update()
    {
        // Attacking
        if (m_aggro.isInCombat() != null)
        {
            m_rb.constraints |= RigidbodyConstraints2D.FreezePositionX;
        }
        // Moving
        else if (m_groundCheck == null || m_groundCheck.isGrounded())
        {
            m_rb.constraints &= ~RigidbodyConstraints2D.FreezePositionX;
            // Jump
            if (m_jumpForce > 0 && UnityEngine.Random.Range(0f, 1f) <= m_jumpChance && !is_jumping)
            {
                StartCoroutine(Jump());
            }
            // Walk
            else
            {
                Vector2 dirToMove = m_aggro.getMovingDirection();
                dirToMove     = new Vector2(dirToMove.x * m_availableDir.x, dirToMove.y * m_availableDir.y).normalized *m_avgSpeed *UnityEngine.Random.Range(m_variance.x, m_variance.y);
                m_rb.velocity = (dirToMove + m_rb.velocity) / 2;
            }
        }
        // In the air - continue moving forward with no random
        else if (!m_groundCheck.isGrounded())
        {
            Vector2 dirToMove = m_aggro.getMovingDirection();
            dirToMove     = new Vector2(dirToMove.x * m_availableDir.x, dirToMove.y * m_availableDir.y).normalized *m_avgSpeed *UnityEngine.Random.Range(m_variance.x, m_variance.y);
            m_rb.velocity = new Vector2((dirToMove.x + m_rb.velocity.x) / 2, m_rb.velocity.y + dirToMove.y);
        }

        //Flip facing dir
        if (m_aggro.getMovingDirection().x < 0)
        {
            transform.localScale = new Vector2(-1 * Mathf.Abs(transform.localScale.x), transform.localScale.y);
        }
        else
        {
            transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x), transform.localScale.y);
        }
    }