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EnemyAI.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class EnemyAI : MonoBehaviour
{
Transform player;
public int enemyScoreValue = 100;
public LayerMask isPlayer;
public Shooting shooting;
List<Transform> points;
int destPoint = 0;
NavMeshAgent agent;
public float sightRange, attackRange;
private bool inSightRange, inAttackRange;
public GameObject particleEffect;
private ScoreManager scoreManager;
// Start is called before the first frame update
void Start()
{
player = GameObject.FindGameObjectWithTag("XRPlayerController").transform;
agent = GetComponent<NavMeshAgent>();
points = EnemySpawner.spawnPoints;
scoreManager = FindObjectOfType<ScoreManager>();
}
// Update is called once per frame
void Update()
{
inSightRange = Physics.CheckSphere(transform.position, sightRange, isPlayer);
inAttackRange = Physics.CheckSphere(transform.position, attackRange, isPlayer);
if (!inSightRange && !inAttackRange) Patrol();
else if (inSightRange && !inAttackRange) Chase();
else if (inSightRange && inAttackRange) Attack();
if (GetComponent<Health>().health <= 0)
{
EnemyDeath();
scoreManager.AddPoints(enemyScoreValue);
}
}
void Patrol()
{
if (!agent.pathPending && agent.remainingDistance < 0.5f)
{
if (points.Count == 0)
return;
agent.destination = points[destPoint].position;
destPoint = (destPoint + 1) % points.Count;
}
}
void Chase()
{
agent.SetDestination(player.position);
}
void Attack()
{
agent.SetDestination(transform.position);
transform.LookAt(player);
shooting.Shoot();
}
public void EnemyDeath()
{
particleEffect.SetActive(true);
particleEffect.transform.SetParent(null);
Destroy(gameObject);
}
}