Esempio n. 1
0
 private void CheckRange()
 {
     if (Vector3.Distance(enemy.GetTargetPosition(), enemy.transform.position) > (enemy.attack.attackRange - enemy.attack.attackRangeOffset))
     {
         ToChasingState();
     }
 }
Esempio n. 2
0
    private void Look()
    {
        RaycastHit hit;
        Vector3    enemyToTarget = new Vector3(enemy.GetTargetPosition().x - enemy.eyes.position.x, 0, enemy.GetTargetPosition().z - enemy.eyes.position.z);

        if (Physics.Raycast(enemy.eyes.position, enemyToTarget, out hit, 100f, Layers.NonEnemy) && hit.collider.gameObject.CompareTag("Player"))
        {
            if (Vector3.Distance(enemy.GetTargetPosition(), enemy.transform.position) <= (enemy.attack.attackRange - enemy.attack.attackRangeOffset))
            {
                ToAttackingState();
                return;
            }
        }
        else
        {
            // If chasing target is not in our vision, check if another player is
            foreach (GameObject player in enemy.GetVisiblePlayers())
            {
                enemyToTarget = new Vector3(player.transform.position.x - enemy.eyes.position.x, 0, player.transform.position.z - enemy.eyes.position.z);
                if (Physics.Raycast(enemy.eyes.position, enemyToTarget, out hit, 100f, Layers.NonEnemy) && hit.collider.gameObject.CompareTag("Player"))
                {
                    enemy.FindTarget();
                    return;
                }
            }

            // If no players visible, return to spawn
            ToReturningState();
        }
    }