protected bool clean_LoS(bool Forward_Required = false) //Has direct Line of Sight to the player
    {
        int layerMask = (LayerMask.GetMask("Projectile") | LayerMask.GetMask("Default") | LayerMask.GetMask("InteractiveThing") | LayerMask.GetMask("Ignore Raycast"));

        layerMask = ~layerMask; //ignore these

        Vector3    target_dir = ETM.Return_Current_Target().position - transform.position;
        RaycastHit hit;

        if (Forward_Required)
        {
            float target_angle  = Mathf.Atan2(target_dir.x, target_dir.z) * Mathf.Rad2Deg;
            float forward_angle = Mathf.Atan2(transform.forward.x, transform.forward.z) * Mathf.Rad2Deg;
            float diff_angle    = Mathf.Abs(Mathf.DeltaAngle(target_angle, forward_angle));

            if (diff_angle > 10)
            {
                return(false);
            }
        }

        Vector3 Modified_Start = new Vector3(transform.position.x, transform.position.y + RayCastheight, transform.position.z);

        Debug.DrawRay(Modified_Start, target_dir * 10f, Color.red);
        if (Physics.Raycast(Modified_Start, target_dir, out hit, MaxEnemyRange, layerMask))
        {
            if (hit.collider.tag == "Player")
            {
                if (FL.ReturnIsEnemyCustomPlayer(ETM.Return_FactionEnum(), ETM.Return_customReputation()))
                {
                    return(true);
                }
            }
            else if (hit.collider.tag == "BasicEnemy")
            {
                if (FL.ReturnIsEnemy(ETM.Return_FactionEnum(), hit.collider.gameObject.GetComponentInParent <EnemyTemplateMaster>().Return_FactionEnum()))
                {
                    return(true);
                }
            }
            else
            {
                //Debug.Log((hit.collider.name, hit.collider.tag, hit.collider.gameObject.layer));
            }
        }
        return(false);
    }
Beispiel #2
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         if (FL.ReturnIsEnemyCustomPlayer(ETM.Return_FactionEnum(), ETM.Return_customReputation()))
         {
             TargetsInMeleeRange.Add(other.transform);
         }
     }
     else if (other.tag == "BasicEnemy")
     {
         if (FL.ReturnIsEnemy(ETM.Return_FactionEnum(), other.gameObject.GetComponentInParent <EnemyTemplateMaster>().Return_FactionEnum()))
         {
             TargetsInMeleeRange.Add(other.transform);
         }
     }
 }
    private void FixedUpdate()
    {
        enemies_nearby = false;

        int potential_enemies_in_range = TriggerList.Count; //Includes recently dead enemies

        for (int i = potential_enemies_in_range - 1; i >= 0; i--)
        {
            Collider col = TriggerList[i];
            if (!col || col.tag != "BasicEnemy")
            {
                TriggerList.Remove(col);
            }
            else
            {
                EnemyTemplateMaster ETM = col.GetComponentInParent <EnemyTemplateMaster>();
                if (FL.ReturnIsEnemyCustomPlayer(ETM.Return_FactionEnum(), ETM.Return_customReputation()))
                {
                    enemies_nearby = true;
                }
            }
        }
    }