bool CanPotentialTargetBeSeen(Transform potentialTarget) { if (Physics.Linecast(head.position, potentialTarget.position, out hit, sightLayer)) { if (hit.transform == potentialTarget) { Debug.Log("Calling set nav target."); enemyMaster.CallEventEnemySetNavTarget(potentialTarget); return(true); } else { Debug.Log("Calling event enemy lost target and setting patrolling to true."); enemyMaster.CallEventEnemyLostTarget(); enemyMaster.isOnRoute = false; // myWanderingAI.isWandering = true; patrollingAI.isPatrolling = true; return(false); } } else { Debug.Log("Calling event enemy lost target."); enemyMaster.CallEventEnemyLostTarget(); return(false); } }
bool CanPotentialTargetBeSeen(Transform potentialTarget) { if (Physics.Linecast(head.position, potentialTarget.position, out hit, sightLayer)) { if (hit.transform == potentialTarget) { MusicPlayer.PlayEnemyFollowingMusic(); enemyMaster.CallEventEnemySetNavTarget(potentialTarget); return(true); } else { enemyMaster.CallEventEnemyLostTarget(); return(false); } } else { enemyMaster.CallEventEnemyLostTarget(); return(false); } }