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PatrolScriptNew.cs
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133 lines (78 loc) · 2.7 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class PatrolScriptNew : MonoBehaviour
{
public NavMeshAgent agent; // component
private int destination = 0; // make private set to 0
public Transform eye;
public Transform target;
public bool canMove = true;
public Transform[] destinations;
private Transform currentDestination;
public int waitTime;
private int waitTimeCounter;
//add in patrol stuff
//destination array, currentDestination, waitTime, waitTimeCounter
//add start method set currentDestination
void Start()
{
currentDestination = destinations[destination];
}
void Update()
{
//add in can move up top
if (canMove)
{
if (CanSeePlayer())
{
//reset waitTimeCounter to 0
waitTimeCounter = 0;
agent.SetDestination(target.transform.position);
}
else if (waitTimeCounter < waitTime)//baddie patrols after "looking around"
//add if waitTimeCounter < waitTime
{
waitTimeCounter++;
//add to the waitTimeCounter
agent.SetDestination(gameObject.transform.position);
//set animator to false
}
else {
agent.SetDestination(currentDestination.position);
if (!agent.pathPending && agent.remainingDistance < 1.5f) {
destination++;
if (destination > destinations.Length - 1) {
destination = 0;
}
currentDestination = destinations[destination];
}
}
}
}
bool CanSeePlayer()
{
bool canSee = false;
Ray ray = new Ray(eye.transform.position, target.transform.position - eye.transform.position);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
//enemy cannot see player
if (hit.transform != target)
{
canSee = false;
Debug.Log("Can not see player");
//set animator walking to false
}
//enemy can see player
else
{
canSee = true;
Debug.Log("CAN see player");
//set animator walking to true
}
}
return canSee;
}
}