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- var target : Transform; //the enemy's target
- var moveSpeed = 3; //move speed
- var rotationSpeed = 3; //speed of turning
- var range : float=10f;
- var range2 : float=10f;
- var stop : float=0;
- var myTransform : Transform; //current transform data of this enemy
- //private var fireCycle : float;
- //var clips: string[];
- var self: Animation;
- //var ammoPrefab : Transform;
- //Fire Delay
- //var fireDelay : float;
- function Awake()
- {
- myTransform = transform; //cache transform data for easy access/preformance
- }
- function Start()
- {
- target = GameObject.FindWithTag("Player").transform; //target the player
- }
- function Update () {
- //rotate to look at the player
- var distance = Vector3.Distance(myTransform.position, target.position);
- if (distance<=range2 && distance>=range){
- myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
- //Quaternion.LookRotation(target.position - myTransform.position)
- // removed target.position - before myTransform.position
- // changed y coordinate to Slerp rather than LookRotation
- //Check if Turret can fire
- /*if(Time.time > fireCycle){
- //Fire
- shoot();
- //Update Firing Time
- fireCycle = Time.time + fireDelay;
- }*/
- }
- if(distance<=range && distance>stop){
- //move towards the player
- myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
- Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
- myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
- }
- else if (distance<=stop) {
- self.Play("Attack");
- myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
- Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
- }
- }
- /*function shoot(){
- print("Fire");
- //Resources.Load("Fireball", typeof(GameObject));
- var ammo = Instantiate(ammoPrefab,myTransform.transform.position,Quaternion.identity);
- ammo.rigidbody.AddForce(transform.forward * 500);
- //set to 10 rather 5 fucking hundred
- //Physics.IgnoreCollision(GameObject.FindWithTag("EnemyProjectile"), GameObject.FindWithTag("Enemy"));
- }*/
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