void AIStateGroundAnimalWander::Update(float delta) { switch (mCurrentInternalState) { case kMoving: { m_npc->SetMaxVelocityX(mOriginalMaxVelocityX); m_npc->m_resistance.X = 0.9f; UpdateMoving(delta); break; } case kResting: { m_npc->SetMaxVelocityX(mOriginalMaxVelocityX); m_npc->m_resistance.X = 0.9f; UpdateResting(delta); break; } case kRunningFromPlayer: { m_npc->SetMaxVelocityX(mOriginalMaxVelocityX * 3.0f); m_npc->m_resistance.X = 0.97f; UpdateRunningFromPlayer(delta); break; } } }
void MapActor::Update(void) { mSprActor.Update(); if(mAImode == AI_IDLE) { UpdateAIMoving(); } if(mAImode == AI_NONE || mAImode == AI_IDLE) { UpdateMoving(); } }