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Question by TrEVoR2004 · Jun 01, 2018 at 09:07 PM · destroyshootingdelayrangeenemyai

Help with Editing Code

Hello,

I have a simple piece of code that will spawn bullets for my enemy when I press a button, but I would like to edit this code so that the bullet destroys itself after 7 seconds. I also would like the enemy to only shoot when it my player enters the range of the enemy and have to wait 2 seconds before shooting at the player again. Any help is welcomed and thanks in advance!!

Code that makes enemy follow player when player enters a certain range:

**using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Enemy : MonoBehaviour {

 public float lookRadius = 50f;
 Transform target;
 UnityEngine.AI.NavMeshAgent agent;

 // Use this for initialization
 void Start () {
     target = PlayerM.instance.player.transform;
     agent = GetComponent<UnityEngine.AI.NavMeshAgent> ();
 }
 
 // Update is called once per frame
 void Update () {
     float distance = Vector3.Distance (target.position, transform.position);
     if (distance <= lookRadius) 
     {
         agent.SetDestination (target.position);

         if(distance <= agent.stoppingDistance)
         {
             //attack
             FaceTarget();
         }
     }
 }

 void FaceTarget ()
 {
     Vector3 direction = (target.position - transform.position).normalized;
     Quaternion lookRotation = Quaternion.LookRotation (new Vector3 (direction.x, 0, direction.z));
     transform.rotation = Quaternion.Slerp (transform.rotation, lookRotation, Time.deltaTime * 5f);
 } 

 void OnDrawGizmosSelected ()
 {
     Gizmos.color = Color.red;
     Gizmos.DrawWireSphere (transform.position, lookRadius);
 }

}**

Code that shoots when a button is pressed and I would like to have edited to do the things listed above:

**using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyShooting : MonoBehaviour { public Rigidbody slimeBallPrefab; public Transform enemyMouth; void Update () { if(Input.GetButtonDown("Fire1")) { Rigidbody rocketInstance; rocketInstance = Instantiate (slimeBallPrefab, enemyMouth.position, enemyMouth.rotation) as Rigidbody; rocketInstance.AddForce (enemyMouth.forward 5000); } } }*

Thanks again!! :)

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