Example #1
0
    // Perceptual field collision event
    private void OnTriggerStay(Collider other)
    {
        // We only want to track enemies, powerups and health kits

        if (other.gameObject.CompareTag(Constants.EnemyTag) || other.gameObject.CompareTag(Constants.PowerUpTag) || other.gameObject.CompareTag(Constants.HealthKitTag))
        {
            // This layer mask should only register collisions with walls

            int layerMask = 1 << WallLayer;

            // Do this to prevent the raycast finding a wall behind the object and therefore treating the object as obstructed

            float objectDistance = Mathf.Min(Vector3.Distance(transform.position, other.gameObject.transform.position), ViewRange);

            // Ensure we are not looking through a wall

            if (!Physics.Raycast(transform.position, other.gameObject.transform.position - transform.position, objectDistance, layerMask))
            {
                // We can see it
                //agentScript.AddToPercievedObjectsList(other.gameObject);
                agentScript.AddToSeenObjects(other.gameObject);
            }
            else
            {
                // We cannot see it
                agentScript.RemoveFromSeenObjects(other.gameObject);
            }
        }
    }