示例#1
0
    // Kunne måske laves i en ekstern klasse så man kan skifte attack?
    private IEnumerator Attack()
    {
        currentState       = State.Attacking;
        pathfinder.enabled = false;

        Vector3 originalPosition = transform.position;
        Vector3 targetPosition   = target.transform.position;

        float attackSpeed = 3;
        float percent     = 0;

        bool hasAppliedDamage = false;

        while (percent <= 1)
        {
            float heightDifToTarget = targetPosition.y - transform.position.y;
            if (percent >= .5f && !hasAppliedDamage && heightDifToTarget < .5f)
            {
                hasAppliedDamage = true;
                target.Damage(damage);
            }
            percent += Time.deltaTime * attackSpeed;
            float interpolation = (-Mathf.Pow(percent, 2) + percent) * 4;
            transform.position = Vector3.Lerp(originalPosition, targetPosition, interpolation);

            yield return(null);
        }

        currentState       = State.Chasing;
        pathfinder.enabled = true;
    }
示例#2
0
        private void Shoot()
        {
            RaycastHit hit;

            if (_livingEntity &&
                (!NavMeshAgent.hasPath &&
                 Vector3.Distance(transform.position, TargetTransform.position) <= MeleeDamage ||
                 NavMeshAgent.remainingDistance <= MeleeDistance))
            {
                _livingEntity.Damage(MeleeDamage);
            }
            else if (_gunProjectileSpawn &&
                     NavMeshAgent.remainingDistance <= AttackDistance &&
                     Vector3.Angle(TargetTransform.position - _headTransform.position, _headTransform.forward) <=
                     FoV &&
                     Physics.Linecast(_headTransform.position, TargetTransform.position, out hit) &&
                     hit.transform == TargetTransform)
            {
                _gunProjectileSpawn.Fire();
            }
        }