public void SetStep(StepForwardValues sfv, Vector2 stepDir, FSMbase.StepFowardCallBack callBack, bool v) { this.sfv = sfv; sf_eTime = 0; setAngle(sfv.angle, stepDir); stepSpeed = sfv.distance / sfv.duration; endCallBack = callBack; endValue = v; }
// Update is called once per frame void FixedUpdate() { if (sfv == null) { return; } if (sf_eTime <= sfv.duration) { if (stepDir != Vector2.zero) { rigid.MovePosition((Vector2)transform.position + stepDir * stepSpeed * Time.deltaTime); sf_eTime += Time.deltaTime; } } else { sfv = null; endCallBack.Invoke(endValue); } }
public void StepFoward(StepForwardValues sfv) { player.moveFoward(sfv); }
public void stepFoward(StepForwardValues v) { weaponBase.StepFoward(v); }
public override void moveFoward(StepForwardValues sfv) { SetCollidersTriggerNotTerrain(true); stepFoward.SetStep(sfv, viewDir, SetCollidersTriggerNotTerrain, false); }
public override void moveFoward(StepForwardValues sfv) { }
public abstract void moveFoward(StepForwardValues sfv);
public override void moveFoward(StepForwardValues sfv) { IgnoreEnemyPlayerCollison(true); stepFoward.SetStep(sfv, viewDir, IgnoreEnemyPlayerCollison, false); }