Default patrol behavior for units

This commit is contained in:
Anuken
2019-02-13 13:14:12 -05:00
parent e815cff291
commit f796a24956

View File

@@ -35,9 +35,15 @@ public abstract class GroundUnit extends BaseUnit{
public void update(){
TileEntity core = getClosestEnemyCore();
float dst = core == null ? 0 : dst(core);
if(core != null && dst < getWeapon().bullet.range() / 1.1f){
if(core == null){
setState(patrol);
return;
}
float dst = dst(core);
if(dst < getWeapon().bullet.range() / 1.1f){
target = core;
}
@@ -173,7 +179,7 @@ public abstract class GroundUnit extends BaseUnit{
}
protected void patrol(){
vec.trns(baseRotation, type.speed * Time.delta());
vec.trns(baseRotation, type.speed * Time.delta() * 2);
velocity.add(vec.x, vec.y);
vec.trns(baseRotation, type.hitsizeTile);
Tile tile = world.tileWorld(x + vec.x, y + vec.y);