// Update is called once per frame void Update() { // It rotates timer += Time.deltaTime; view_direction = new Vector3(Mathf.Cos(timer), Mathf.Sin(timer), 0.0f); fov.Set_View_Dir(view_direction); // If it sees the player for the first time, it spawns a random enemy type if ((fov.visibleTargets.Count >= 1) && (!is_activated)) { is_activated = true; int enemy_id = Random.Range(0, enemies.Length); GameObject enemy_obj = Instantiate(enemies[enemy_id]); enemy_obj.transform.position = transform.position + new Vector3(0.0f, 1.0f, 0.0f); enemy_obj = Instantiate(enemies[enemy_id]); enemy_obj.transform.position = transform.position + new Vector3(0.0f, -1.0f, 0.0f); enemy_obj = Instantiate(enemies[enemy_id]); enemy_obj.transform.position = transform.position + new Vector3(1.0f, 0.0f, 0.0f); enemy_obj = Instantiate(enemies[enemy_id]); enemy_obj.transform.position = transform.position + new Vector3(-1.0f, 0.0f, 0.0f); } }
// Update is called once per frame void Update() { if (is_controlled) { rotation_y += Input.GetAxis("Mouse Y"); rotation_x += Input.GetAxis("Mouse X"); if (rotation_y < max_look_down) { rotation_y = max_look_down; } else if (rotation_y > max_look_up) { rotation_y = max_look_up; } rotation_origin.localEulerAngles = new Vector3(-rotation_y, rotation_x, transform.localEulerAngles.z); } else { fov.Set_View_Dir(transform.forward); } }