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May 5th, 2015
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  1. var target : Transform; //the enemy's target
  2. var moveSpeed = 3; //move speed
  3. var rotationSpeed = 3; //speed of turning
  4. var range : float=10f;
  5. var range2 : float=10f;
  6. var stop : float=0;
  7. var myTransform : Transform; //current transform data of this enemy
  8. //private var fireCycle : float;
  9. //var clips: string[];
  10. var self: Animation;
  11.  
  12. //var ammoPrefab : Transform;
  13. //Fire Delay
  14.  
  15. //var fireDelay : float;
  16.  
  17.  
  18. function Awake()
  19. {
  20. myTransform = transform; //cache transform data for easy access/preformance
  21. }
  22.  
  23. function Start()
  24. {
  25. target = GameObject.FindWithTag("Player").transform; //target the player
  26.  
  27. }
  28.  
  29. function Update () {
  30. //rotate to look at the player
  31. var distance = Vector3.Distance(myTransform.position, target.position);
  32. if (distance<=range2 && distance>=range){
  33. myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
  34. //Quaternion.LookRotation(target.position - myTransform.position)
  35. // removed target.position - before myTransform.position
  36. // changed y coordinate to Slerp rather than LookRotation
  37. //Check if Turret can fire
  38.  
  39. /*if(Time.time > fireCycle){
  40.  
  41. //Fire
  42.  
  43. shoot();
  44.  
  45. //Update Firing Time
  46.  
  47. fireCycle = Time.time + fireDelay;
  48.  
  49. }*/
  50. }
  51.  
  52.  
  53. if(distance<=range && distance>stop){
  54.  
  55. //move towards the player
  56. myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
  57. Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
  58. myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
  59. }
  60. else if (distance<=stop) {
  61. self.Play("Attack");
  62. myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
  63. Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
  64.  
  65. }
  66.  
  67.  
  68.  
  69. }
  70.  
  71. /*function shoot(){
  72. print("Fire");
  73.  
  74. //Resources.Load("Fireball", typeof(GameObject));
  75.  
  76. var ammo = Instantiate(ammoPrefab,myTransform.transform.position,Quaternion.identity);
  77.  
  78. ammo.rigidbody.AddForce(transform.forward * 500);
  79. //set to 10 rather 5 fucking hundred
  80.  
  81. //Physics.IgnoreCollision(GameObject.FindWithTag("EnemyProjectile"), GameObject.FindWithTag("Enemy"));
  82. }*/
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