示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (agent.enabled)
        {
            distance = Vector3.Distance(transform.position, player.transform.position);

            if (distance <= aggroDistance)
            {
                agent.SetDestination(player.transform.position);
                animationController.EnemyMovement();
            }
            else if (distance > aggroDistance * 1.5)
            {
                agent.SetDestination(transform.position);
                animationController.EnemyMovement();
            }


            float timeSinceLastAttack = Time.time - timeOfLastAttack;
            bool  attackOnCoolDown    = timeSinceLastAttack < attack.coolDown;
            bool  attackInRange       = distance < attack.range;
            agent.isStopped = attackOnCoolDown;
            if (!attackOnCoolDown && attackInRange)
            {
                agent.velocity = Vector3.zero;

                animationController.EnemyAttackAnimation();
                transform.LookAt(player.transform);
                timeOfLastAttack = Time.time;
            }
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (agent.enabled)
        {
            _distanceFromPlayer = Vector3.Distance(transform.position, player.transform.position);
            float timeSinceLastAttack = Time.time - _timeOfLastAttack;
            //bool attackOnCoolDown = timeSinceLastAttack < enemyStats.attackInterval;
            bool inRange = _distanceFromPlayer < enemyStats.attackRange;
            //agent.isStopped = attackOnCoolDown;

            if (!inRange)
            {
                agent.SetDestination(player.transform.position);
                Vector3 velocity = agent.velocity.normalized;
                float   magnitude;
                if (velocity != Vector3.zero)
                {
                    magnitude = 1;
                }
                else
                {
                    magnitude = 0;
                }
                animationController.EnemyMovement(magnitude);
            }
            else
            {
                bool attackOnCoolDown = timeSinceLastAttack < enemyStats.attackInterval;
                if (!attackOnCoolDown)
                {
                    agent.isStopped = true;
                    agent.velocity  = Vector3.zero;
                    animationController.EnemyAttackAnimation();
                    transform.LookAt(player.transform);
                    _timeOfLastAttack = Time.time;
                }
            }
        }
    }