private void UpdateMovement() { PlayerPosition(); if (_x < 0) { _movement.x = -0.1f; } if (_x > 0) { _movement.x = 0.1f; } if (_y + _sineCurveDistance < 0) { _movement.y = -0.1f; } if (_y - _sineCurveDistance > 0) { _movement.y = 0.1f; } if (Mathf.Pow((Mathf.Pow(_x, 2) + Mathf.Pow(_y, 2)), 0.5f) < _distanceToTarget) { _state = State.ATTACKING; } _objectRotation.FollowGameObject(_player); _objectMovement.Movement(_movement.x, _movement.y, _deltaTime, _movementSpeed); }
private void Movement() { _deltaTime = Time.deltaTime; _playerPosition = _player.transform.position; if (_playerPosition.x - transform.position.x < 0) { _movementX = -0.1f; } if (_playerPosition.x - transform.position.x > 0) { _movementX = 0.1f; } if (_playerPosition.y - transform.position.y < 0) { _movementY = -0.1f; } if (_playerPosition.y - transform.position.y > 0) { _movementY = 0.1f; } _objectRotation.FollowGameObject(_player); _objectMovement.Movement(_movementX, _movementY, _deltaTime, _movementSpeed); }