public void FixedUpdate() { if (X8Animator != null) { StateInfo = X8Animator.GetCurrentAnimatorStateInfo(0); CheckPhaseStrike(); CheckTackle(); CheckShoot(); CheckStrafe(); CheckPlayerThrowingBall(); CheckedChargedRun(); } ReadyToScore(); if (EnemyAI != null) { EnemyAI_Movement(); } if (TackleTimer.IsEnabled) { TackleTimer.IncrementTimer(); } if (ShootTimer.IsEnabled) { ShootTimer.IncrementTimer(); float angle = CentralHub.VectorToAngle(CameraFocus.transform.position - this.transform.position); angle = CentralHub.AdjustAngle(angle); FaceMe(angle); //face the player in the direction he will shoot for short timer // PlayerAttackState = AttackMode.IsFiringAbility; //we are shooting } }
// Update is called once per frame void FixedUpdate() { if (shieldPercentage < 100) { ShieldTimer.IncrementTimer(); } }
// Update is called once per frame void Update() { Trajectory = Path; if (LifeTimer != null) { LifeTimer.IncrementTimer();// update the ````timer on the timer } }
/*! Medthods that charges the weapon*/ public void Charging() { ChargeTimer.IncrementTimer(); }
/*!Called when the timer limit is reached*/ public void FireShootTimer() { ShootTimer.TurnTimerOn(); ShootTimer.IncrementTimer(); }