Ai | FEP
Wed May 04 2022 17:44:34 GMT+0000 (Coordinated Universal Time)
Saved by @BiscuitTinx #c#
using UnityEngine;
using UnityEngine.AI;
public class AI : MonoBehaviour
{
public NavMeshAgent agent;
public Transform player;
public LayerMask whatIsGround, whatIsPlayer;
// patrolling
public Vector3 walkPoint;
bool walkPointSet;
public float walkPointRange;
// attacking
public float timeBetweenAttacks;
bool alreadyAttacked;
public GameObject projectile;
public Transform bulletSpawn;
// states
public float sightRange, attackRange;
public bool playerInSightRange, playerInAttackRange;
private void Awake()
{
player = GameObject.Find("PlayerObj").transform;
agent = GetComponent<NavMeshAgent>();
}
private void Update()
{
// check for sight and attack range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
if (!playerInSightRange && !playerInAttackRange)
{
Patroling();
}
if (playerInSightRange && !playerInAttackRange)
{
ChasePlayer();
}
if (playerInAttackRange && playerInSightRange)
{
AttackPlayer();
}
}
private void Patroling()
{
if (!walkPointSet)
{
SearchWalkPoint();
}
}
private void SearchWalkPoint()
{
// calculate random point in range
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
{
walkPointSet = true;
}
}
private void ChasePlayer()
{
agent.SetDestination(player.position);
}
private void AttackPlayer()
{
// make sure enemy doesnt move
agent.SetDestination(transform.position);
transform.LookAt(player);
if (!alreadyAttacked)
{
/// attack code here
Rigidbody rb = Instantiate(projectile, bulletSpawn.position, Quaternion.identity).GetComponent<Rigidbody>();
rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
rb.AddForce(transform.up * 8f, ForceMode.Impulse);
alreadyAttacked = true;
Invoke(nameof(ResetAttack), timeBetweenAttacks);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
}



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