private void Look() { RaycastHit hit; Debug.DrawRay(enemy.eyes.transform.position, enemy.eyes.forward * enemy.GetSightRange(), Color.yellow, 2f); if (Physics.Raycast(enemy.eyes.transform.position, enemy.eyes.forward, out hit, enemy.GetSightRange()) && hit.collider.CompareTag("Player")) { enemy.chaseTarget = hit.transform; ToChaseState(); } }
private void Look() { RaycastHit hit; Vector3 enemyToTarget = enemy.chaseTarget.position - enemy.eyes.position; Debug.DrawRay(enemy.eyes.transform.position, enemyToTarget, Color.red, 2f); if (Physics.Raycast(enemy.eyes.position, enemyToTarget, out hit, enemy.GetSightRange()) && hit.collider.CompareTag("Player")) { enemy.chaseTarget = hit.transform; } else { ToTrackingState(); } }