示例#1
0
    // Update is called once per frame
    private void FixedUpdate()
    {
        if (path == null)
        {
            return;
        }

        if (stateMachine.currentState.stateName != "Play")
        {
            entityMovement.Move(0);
            return;
        }

        bool  isTarget           = false;
        float distanceToWaypoint = UpdateWaypoint();
        float distanceToTarget   = Vector3.Distance(rb2D.position, target.position);

        Vector2 offset;

        if (!reachedEndOfPath && distanceToWaypoint < distanceToTarget)
        {
            offset = (path.vectorPath[currentWaypoint] - transform.position).normalized;
        }
        else
        {
            isTarget = true;
            offset   = (target.position - transform.position).normalized;
        }

        float xAxis = Mathf.Sign(offset.x);

        entityMovement.Move(xAxis);

        if (!isTarget && offset.y > 0.4f)
        {
            entityMovement.Jump();
        }

        if (xAxis > 0f && direction == "left")
        {
            Flip("right");
        }

        if (xAxis < 0f && direction == "right")
        {
            Flip("left");
        }
    }
示例#2
0
        void Update()
        {
            var totalMovement = new Vector3(0f, Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"));

            if (totalMovement.magnitude > 0f)
            {
                MovingEntity.Move(totalMovement);
            }

            if (Input.GetButtonDown("Miner"))
            {
                Systems.SwitchMode();
            }

            if (Input.GetKeyDown(KeyCode.Tab))
            {
                if (mapExpanded)
                {
                    MapExpand.Shrink();
                    MapCamera.ZoomIn();
                }
                else
                {
                    MapExpand.Expand();
                    MapCamera.ZoomOut();
                }

                mapExpanded = !mapExpanded;
            }

            if (Input.GetKeyDown(KeyCode.Escape))
            {
                InGameMenu.SetActive(!InGameMenu.activeInHierarchy);
            }
        }
示例#3
0
    void Update()
    {
        player_movement.Move(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
        if (Input.GetMouseButtonDown(0))
        {
            player_damage.Attack(Camera.main.ScreenToWorldPoint(Input.mousePosition));
        }

        Flip();

        IsAttack();

        animator.SetFloat("move_x", Input.GetAxisRaw("Horizontal"));
        animator.SetFloat("move_y", Input.GetAxisRaw("Vertical"));
        animator.SetBool("attack_right_side", is_attack);
    }
示例#4
0
 public void Execute()
 {
     if (!isWandering)
     {
         if (currentWaitTime >= timeToWaitUntilNextWanderRequest)
         {
             entityMovement.Move(TerrainManager.instance.RequestPath(entity.transform.position, GetRandomLocationAroundArea()));
             isWandering     = true;
             currentWaitTime = 0f;
         }
         else
         {
             currentWaitTime += Time.deltaTime;
         }
     }
 }
示例#5
0
    private void FixedUpdate()
    {
        entityMovement.Move(horizontalInput);

        if (stateMachine.currentState.stateName != "Play")
        {
            return;
        }

        if (horizontalInput > 0f && direction == "left")
        {
            Flip("right");
        }

        if (horizontalInput < 0f && direction == "right")
        {
            Flip("left");
        }
    }
示例#6
0
 public override void Execute()
 {
     if (!isWandering)
     {
         if (currentWaitTime >= timeToWaitUntilNextWanderRequest)
         {
             isWandering    = true;
             moveAroundArea = TerrainManager.instance.GetTilePosGivenWorldPos(this.entity.transform.position);
             GetRandomLocationAroundArea();
             Debug.Log(moveAroundArea);
             entityMovement.DestinationReachedHandler      += HasArrivedAtDestination;
             entityMovement.DestinationNotReachableHandler += CantGoToDestination;
             entityMovement.Move(TerrainManager.instance.RequestPath(entity.transform.position, GetRandomLocationAroundArea()));
             currentWaitTime = 0f;
         }
         else
         {
             currentWaitTime += Time.deltaTime;
         }
     }
 }
    void FollowTarget(GameObject target)
    {
        Vector2 direction = (target.transform.position - transform.transform.position).normalized;

        movement.Move(direction.x, direction.y);
    }