示例#1
0
    void CatScratch()
    {
        if (Target != null)
        {
            if (Body.mPS.pushesBottom && !Body.mPS.pushedBottom)
            {
                MeleeAttack attack = mAttackManager.meleeAttacks[0];
                attack.Activate();

                mBossState = BossState.Aggrivated;
                return;
            }
            else if (Body.mPS.pushesBottom && Body.mPS.pushedBottom)
            {
                if (Target.Position.y > Position.y)
                {
                    EnemyBehaviour.Jump(this, jumpHeight);
                }
            }



            if (Vector2.Distance(Target.Position, Position) < 64)
            {
                //Replace this with pathfinding to the target
                if (!mAttackManager.rangedAttacks[0].mIsActive)
                {
                    Debug.Log("Claw Swipe is not active.");

                    MeleeAttack attack = mAttackManager.meleeAttacks[0];
                    attack.Activate();

                    mBossState = BossState.Aggrivated;
                    jumped     = false;
                }
                else
                {
                    Debug.Log("Claw Swipe is active.");
                }
            }
            else
            {
                Body.mSpeed.x = GetMovementSpeed() * (int)mDirection;
                if (Body.mPS.pushesLeftTile && !Body.mPS.pushedLeftTile || Body.mPS.pushesRightTile && !Body.mPS.pushedRightTile)
                {
                    mDirection = (EntityDirection)((int)mDirection * -1);
                    mBossState = BossState.Aggrivated;
                }
            }
        }
        else
        {
            mBossState = BossState.Aggrivated;
            jumped     = false;
        }
    }
示例#2
0
    public override void EntityUpdate()
    {
        //This is just a test, probably dont need to do it this way

        EnemyBehaviour.CheckForTargets(this);


        if (Body.mPS.inWater)
        {
            Body.mIgnoresGravity = true;
            mMovingSpeed         = baseMovementSpeed;
            jumpHeight           = baseJumpHeight;
        }
        else
        {
            Body.mIgnoresGravity = false;
            mMovingSpeed         = baseMovementSpeed / 2;
            jumpHeight           = baseJumpHeight / 2;
        }

        switch (mEnemyState)
        {
        case EnemyState.Idle:
            Renderer.SetAnimState("Idle");

            break;

        case EnemyState.Moving:


            if (Target != null)
            {
                Renderer.SetAnimState("Attack");

                Vector2 dir = (Target.Body.mAABB.Center - (Body.mAABB.Center)).normalized;

                if (Body.mPS.inWater)
                {
                    Body.mSpeed = ((Vector2)Target.Position - Position).normalized * GetMovementSpeed();
                }
                else
                {
                    Body.mSpeed.x = (int)mDirection * GetMovementSpeed();
                }


                if (Vector2.Distance(Position, Target.Position) < 64 && Target.Position.y > Position.y)
                {
                    EnemyBehaviour.Jump(this, jumpHeight, dir);
                }
                //Replace this with pathfinding to the target


                if (dir.x < 0)
                {
                    mDirection = EntityDirection.Left;
                }
                else
                {
                    mDirection = EntityDirection.Right;
                }

                if (!mAttackManager.meleeAttacks[0].OnCooldown())
                {
                    MeleeAttack attack = mAttackManager.meleeAttacks[0];
                    attack.Activate();
                }
            }
            else
            {
                Renderer.SetAnimState("Idle");

                if (Body.mPS.pushesLeft && mDirection == EntityDirection.Left)
                {
                    mDirection = EntityDirection.Right;
                }
                else if (Body.mPS.pushesRight && mDirection == EntityDirection.Right)
                {
                    mDirection = EntityDirection.Left;
                }


                Body.mSpeed.x = GetMovementSpeed() * (int)mDirection;
            }

            break;

        case EnemyState.Jumping:

            if (Body.mSpeed.y <= 0 && Body.mPS.inWater)
            {
                mEnemyState = EnemyState.Moving;
                break;
            }

            if (Body.mPS.pushesBottom)
            {
                mEnemyState = EnemyState.Moving;
            }


            if (Target != null)
            {
                Renderer.SetAnimState("Attack");
                if (!mAttackManager.meleeAttacks[0].OnCooldown())
                {
                    MeleeAttack attack = mAttackManager.meleeAttacks[0];
                    attack.Activate();
                }
            }
            else
            {
                Renderer.SetAnimState("Idle");
            }

            break;
        }

        base.EntityUpdate();


        //HurtBox.mCollisions.Clear();
        //UpdatePhysics();

        //make sure the hitbox follows the object
    }