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| 1 | using UnityEngine; | |
| 2 | using System.Collections; | |
| 3 | ||
| 4 | - | public class Robot : MonoBehaviour {
|
| 4 | + | public class Robot : MonoBehaviour |
| 5 | {
| |
| 6 | - | public Transform target; |
| 6 | + | |
| 7 | Transform target; | |
| 8 | ||
| 9 | public float seeDistance = 20; | |
| 10 | public float fireRepeatSpeed = 4; | |
| 11 | public float fireProjectileSpeed = 30; | |
| 12 | - | void Start () {
|
| 12 | + | |
| 13 | public Rigidbody projectile; | |
| 14 | - | agent = GetComponent<NavMeshAgent>(); |
| 14 | + | public LayerMask rayMask; |
| 15 | ||
| 16 | - | avatar = GetComponentInChildren<Animation>(); |
| 16 | + | |
| 17 | Animation avatar; | |
| 18 | Transform eyes; | |
| 19 | bool canSeePlayer; | |
| 20 | Vector3 delta; | |
| 21 | - | void Update () {
|
| 21 | + | |
| 22 | ||
| 23 | - | agent.SetDestination( target.position ); |
| 23 | + | |
| 24 | void Start () | |
| 25 | - | if ( agent.velocity.magnitude > 0.1f ) |
| 25 | + | {
|
| 26 | target = GameObject.FindGameObjectWithTag("Player").transform;
| |
| 27 | - | avatar.CrossFade("run");
|
| 27 | + | agent = GetComponent<NavMeshAgent> (); |
| 28 | avatar = GetComponentInChildren<Animation> (); | |
| 29 | - | avatar.CrossFade("idle");
|
| 29 | + | eyes = transform.Find ("Eyes");
|
| 30 | StartCoroutine( Tracking() ); | |
| 31 | StartCoroutine( Firing () ); | |
| 32 | } | |
| 33 | ||
| 34 | IEnumerator Firing() | |
| 35 | {
| |
| 36 | while (true) | |
| 37 | {
| |
| 38 | yield return new WaitForSeconds(fireRepeatSpeed); | |
| 39 | ||
| 40 | if (canSeePlayer) {
| |
| 41 | Fire(); | |
| 42 | } | |
| 43 | } | |
| 44 | } | |
| 45 | ||
| 46 | ||
| 47 | ||
| 48 | void Fire() | |
| 49 | {
| |
| 50 | Rigidbody newProjectile = (Rigidbody) Instantiate ( projectile, eyes.position, eyes.rotation ); | |
| 51 | newProjectile.AddForce( delta.normalized * fireProjectileSpeed , ForceMode.Impulse ); | |
| 52 | } | |
| 53 | ||
| 54 | ||
| 55 | ||
| 56 | ||
| 57 | IEnumerator Tracking () | |
| 58 | {
| |
| 59 | while (true) {
| |
| 60 | yield return new WaitForSeconds(1); | |
| 61 | ||
| 62 | delta = target.position - eyes.position; | |
| 63 | ||
| 64 | Ray ray = new Ray (eyes.position, delta); | |
| 65 | RaycastHit hit; | |
| 66 | ||
| 67 | if (Physics.Raycast (ray, out hit, seeDistance, rayMask)) {
| |
| 68 | ||
| 69 | Debug.Log (hit.collider.name); | |
| 70 | ||
| 71 | if (hit.collider.tag == "Player") | |
| 72 | {
| |
| 73 | agent.SetDestination (target.position); | |
| 74 | canSeePlayer = true; | |
| 75 | } else {
| |
| 76 | canSeePlayer = false; | |
| 77 | } | |
| 78 | ||
| 79 | } | |
| 80 | ||
| 81 | } | |
| 82 | ||
| 83 | } | |
| 84 | ||
| 85 | ||
| 86 | ||
| 87 | // Update is called once per frame | |
| 88 | void Update () | |
| 89 | {
| |
| 90 | ||
| 91 | if (agent.velocity.magnitude > 0.1f) {
| |
| 92 | avatar.CrossFade ("run");
| |
| 93 | } else {
| |
| 94 | avatar.CrossFade ("idle");
| |
| 95 | } | |
| 96 | ||
| 97 | ||
| 98 | } | |
| 99 | } |