Commit e12bafbe authored by Hardly Difficult's avatar Hardly Difficult

GG!

parent 9c5e0b11
......@@ -7,7 +7,7 @@ TextureImporter:
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......
......@@ -27,7 +27,7 @@ TextureImporter:
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......@@ -173,13 +173,13 @@ ModelImporter:
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......
......@@ -53,13 +53,13 @@ ModelImporter:
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......@@ -48,13 +48,13 @@ ModelImporter:
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......@@ -388,7 +388,7 @@ ModelImporter:
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......
using UnityEngine;
public class BearMovement : MonoBehaviour {
public float bearCoolDown = 0.25f;
public float moveSpeed = 0.4f;
BearStateController bearController;
private Vector3 target;
private float timer;
//sets a new movement-target for the bunnybear
private void setTarget() {
target = new Vector3(Random.Range(2.0f, 30.0f), 0, Random.Range(2.0f, 30.0f));
}
void Start() {
bearController = GetComponent<BearStateController>();
timer = bearCoolDown;
setTarget();
}
void Update() {
timer -= Time.deltaTime;
this.gameObject.transform.LookAt(target);
this.gameObject.transform.Translate(Vector3.forward * (moveSpeed * Time.deltaTime));
if(Vector3.Distance(this.gameObject.transform.position, target) <= 2f)
setTarget();
if(timer <= 0) {
bearController.animState = (BearState)Random.Range(0, 7);
timer = bearCoolDown;
}
}
}
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using UnityEngine;
using System.Collections;
public enum BearState {
Walk,
Run,
Bite,
Slash,
Stand,
ReceiveHit,
Death
}
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using UnityEngine;
public class BearStateController : MonoBehaviour {
public Animator anim;
public BearState animState;
private bool walk = false;
private bool run = false;
private bool bite = false;
private bool slash = false;
private bool stand = false;
private bool receiveHit = false;
private bool death = false;
void Awake() {
animState = BearState.Walk;
}
// Update is called once per frame
void Update() {
switch ( animState ) {
case BearState.Walk: walk = true; anim.SetBool("walk" , walk); walk = false; break;
case BearState.Run: run = true; anim.SetBool("run" , run); run = false; break;
case BearState.Bite: bite = true; anim.SetBool("bite" , bite); bite = false; break;
case BearState.Slash: slash = true; anim.SetBool("slash" , slash); slash = false; break;
case BearState.Stand: stand = true; anim.SetBool("stand" , stand); stand = false; break;
case BearState.ReceiveHit: receiveHit = true; anim.SetBool("receiveHit" , receiveHit); receiveHit = false; break;
case BearState.Death: death = true; anim.SetBool("death" , death); death = false; break;
default : anim.SetBool("walk" , walk); break;
}
}
}
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......@@ -269,6 +270,7 @@ ModelImporter:
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