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
            }
        }
示例#2
0
 // Update is called once per frame
 void FixedUpdate()
 {
     if (shieldPercentage < 100)
     {
         ShieldTimer.IncrementTimer();
     }
 }
示例#3
0
 // 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();
 }
示例#5
0
 /*!Called when the timer limit is reached*/
 public void FireShootTimer()
 {
     ShootTimer.TurnTimerOn();
     ShootTimer.IncrementTimer();
 }