示例#1
0
    //STATE MACHINE STATE DEFINITIONS
    void Idle()
    {
        //If the player is within a certain distance move towards them
        //Eventually this will just be on room enter.

        /*if(Vector3.Distance(this.transform.position,target.transform.position) < 1.0)
         * {
         *      state = enemyMelee.State.CHASE;
         * }
         * else
         * {
         *      agent.SetDestination(this.transform.position);
         * }*/
        agent.speed = speedIdle;
        animator.SetTrigger("Idle");
        if (Vector3.Distance(this.transform.position, target.transform.position) < 1.0)
        {
            state = enemyMelee.State.CHASE;
        }
        else if (Vector3.Distance(this.transform.position, this.patrolPosition.position) >= 0.5)
        {
            agent.SetDestination(patrolPosition.position);
        }
        else if (Vector3.Distance(this.transform.position, this.patrolPosition.position) < 0.5)
        {
            patrolPosition = enemyWaypoint.nextWaypoint();
        }
    }
示例#2
0
 //STATE MACHINE STATE DEFINITIONS
 void Idle()
 {
     //If the player is within a certain distance move towards them
     //Eventually this will just be on room enter.
     this.transform.GetChild(0).GetComponent <enemyRangeLook>().updateMaterial(0);
     //if(Vector3.Distance(this.transform.position,target.transform.position) < 1.5)
     //{
     //state = enemyRanged.State.CHASE;
     //}
     agent.speed = speedIdle;
     if (Vector3.Distance(this.transform.position, target.transform.position) < 1.5)
     {
         state = enemyRanged.State.CHASE;
     }
     else if (Vector3.Distance(this.transform.position, this.patrolPosition.position) >= 0.5)
     {
         agent.SetDestination(patrolPosition.position);
     }
     else if (Vector3.Distance(this.transform.position, this.patrolPosition.position) < 0.5)
     {
         patrolPosition = enemyWaypoint.nextWaypoint();
     }
 }
示例#3
0
 void Awake()
 {
     enemyWaypoint  = gameObject.transform.parent.GetChild(0).GetComponent <enemyWaypoint>();
     patrolPosition = enemyWaypoint.nextWaypoint();
 }