private void Look() { RaycastHit hit; if (enemy.canSeePlayer(out hit)) { if (hit.distance >= enemy.toleratedSightrange) //Wenn Spieler im Toleranzbereich erstmal stoppen und schauen { StopAndLook(hit); } else { enemy.chaseTarget = hit.transform; //Wenn Spieler unterm Toleranzbereich ist direkt chasen searchTimer = 0f; isLooking = false; enemy.wantedLevel.RaiseWantedLevel(); enemy.viewCone.setAlarmed(true, 1f); ToChaseState(); } } else if (searchTimer >= enemy.stoppingTime && searchTimer != 0) { isLooking = false; } else if (searchTimer < enemy.stoppingTime && searchTimer > 0) { searchTimer += Time.deltaTime; } }
private void Look() { RaycastHit hit; if (enemy.canSeePlayer(out hit)) { enemy.chaseTarget = hit.transform; enemy.navMeshAgent.SetDestination(enemy.targetPos); enemy.wantedLevel.RaiseWantedLevel(); ToChaseState(); } }
private void Look() { RaycastHit hit; //Vector3 enemyToTarget = enemy.chaseTarget.position - enemy.eyes.transform.position; if (enemy.canSeePlayer(out hit)) { enemy.chaseTarget = hit.transform; enemy.wantedLevel.RaiseWantedLevel(); Vector3 enemyToPlayer = enemy.playerActor.transform.position - enemy.transform.position; float playerDistance = enemyToPlayer.magnitude; //if (playerDistance <= enemy.playerIsCaughtDistance) // enemy.caughtPlayer(); } else { ToAlertState(); } }