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bug fix
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parent
0e3f27ef91
commit
154db088c2
@ -4,37 +4,47 @@ using System.Collections;
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public class monsterAI : MonoBehaviour
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{
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public GameObject player;
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private Transform target = player.transform;
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private Transform target;
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public float deadlyDistance;
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public float rotationDamping;
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public float rotationDamping; // Lower rotation damping = slower rotation
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public float moveSpeed;
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// Use this for initialization
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void Start ()
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{
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target = player.transform;
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}
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// Update is called once per frame
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void Update ()
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{
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if (IsAtDeadlyDistance ()) {
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// Kill the player
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} else {
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LookAtTarget ();
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MoveTowardTarget ();
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}
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}
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// Check is the current distance is deadly for the target
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bool IsAtDeadlyDistance () {
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return (deadlyDistance <= Vector3.Distance(target.position, transform.position);
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}
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// Follow player from a certain initial distance at a certain speed.
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void FollowTarget ()
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bool IsAtDeadlyDistance ()
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{
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return (deadlyDistance <= Vector3.Distance (target.position, transform.position));
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}
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// Look toward target
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void LookAtTarget () {
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Quaternion rotation = Quaternion.LookRotation (target.rotation - transform.rotation);
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transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationDamping);
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void LookAtTarget ()
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{
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//Quaternion rotation = Quaternion.LookRotation (target.rotation - transform.rotation);
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//transform.rotation = Quaternion.Slerp (transform.rotation, rotation, Time.deltaTime * rotationDamping);
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}
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// Follow player from a certain initial distance at a certain speed.
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void MoveTowardTarget ()
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{
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transform.Translate (Vector3.forward * moveSpeed * Time.deltaTime);
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}
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}
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