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public float rotationDamping; // Lower rotation damping = slower rotation - public float moveSpeed; - - public float distance; + private NavMeshAgent agent; // Use this for initialization void Start () { target = player.transform; - + + agent = gameObject.GetComponent (); + + agent.SetDestination (target.position); } // Update is called once per frame @@ -24,10 +24,9 @@ public class monsterAI : MonoBehaviour { if (IsAtDeadlyDistance ()) { // Kill the player - } else { - LookAtTarget (); - MoveTowardTarget (); } + + agent.SetDestination (target.position); } @@ -36,20 +35,4 @@ public class monsterAI : MonoBehaviour { return (Vector3.Distance (target.position, transform.position) <= deadlyDistance); } - - // Look toward target - void LookAtTarget () - { - Vector3 relativePos = target.position - transform.position; - Quaternion rotation = Quaternion.LookRotation (relativePos); - - transform.rotation = Quaternion.Slerp (transform.rotation, rotation, Time.deltaTime * rotationDamping); - } - - // Follow player from a certain initial distance at a certain speed. - void MoveTowardTarget () - { - transform.Translate (Vector3.forward * moveSpeed * Time.deltaTime); - } - }