void Update()
    {
        #region Previous
        //First check if player is in visionDistance
        _currState = _player.gameObject.GetComponent <PlayerBehaviour>().State;

        if (Vector3.Distance(this.gameObject.transform.position, _player.position) <= _visionDistance)
        {
            //If Player is in VisionDistance -> Check if nothing is blocking LOS
            RaycastHit hit;
            if (Physics.Linecast(this.gameObject.transform.position, _player.position, out hit, _layerMask) || _currState == PlayerBehaviour.States.Sitting || _currState == PlayerBehaviour.States.KnockedOut)
            {
                //If the lineCast returns true, something is in between the player & AI
                if (this.gameObject.name.Contains("Type01"))
                {
                    if (_aiBehaviour.IsAIFollowing)
                    {
                        _aiBehaviour.ResetAgent();
                    }
                }
                _aiBehaviour.IsAIFollowing = false;
                if (this.gameObject.name.Contains("Type02"))
                {
                    //Doesn't happen
                    _aiBehaviour.IsAILooking = false;;
                }
                //Reset Agent
            }
            else
            {
                //Check if following or looking type
                if (this.gameObject.name.Contains("Type01"))
                {
                    _aiBehaviour.IsAIFollowing = true;
                }
                if (this.gameObject.name.Contains("Type02"))
                {
                    _aiBehaviour.IsAILooking = true;
                }

                _aiBehaviour.PlayerPosition = _player.position;
            }
        }
        else
        {
            if (this.gameObject.name.Contains("Type01"))
            {
                _aiBehaviour.IsAIFollowing = false;
            }
            if (this.gameObject.name.Contains("Type02"))
            {
                _aiBehaviour.IsAILooking = false;
            }
        }
        #endregion
    }
Exemple #2
0
    private bool CheckLineOfSight(bool allowReset)
    {
        _currentState = _player.GetComponent <PlayerBehaviour>().State;
        RaycastHit hit;

        if (Physics.Linecast(this.gameObject.transform.position, _player.transform.position, out hit, _layerMask) || _currentState == PlayerBehaviour.States.Sitting || _currentState == PlayerBehaviour.States.KnockedOut)
        {
            //Something in between player & AI
            if (allowReset && _aiBehaviour.IsAIFollowing)
            {
                _aiBehaviour.ResetAgent();
            }
            return(false);
        }
        else
        {
            _aiBehaviour.PlayerPosition = _player.transform.position;
            return(true);
        }
    }