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Question by UnityProjec · Jan 11, 2020 at 04:37 PM · aienemycombine

How to combine old AI script with a new one

So I was wondering how I could put this script:

     public GameObject thePlayer;
     public GameObject theEnemy;
     public float enemySpeed = 0.01f;
     public bool attackTrigger = false;
     public bool isAttacking = false;
 
     void Update()
     {
         transform.LookAt(thePlayer.transform);
         if (attackTrigger == false)
         {
             enemySpeed = 0.01f;
             theEnemy.GetComponent<Animation>().Play("walk_in_place");
             transform.position = Vector3.MoveTowards(transform.position, thePlayer.transform.position, enemySpeed);
         }
         if (attackTrigger == true && isAttacking == false)
         {
             enemySpeed = 0;
             theEnemy.GetComponent<Animation>().Play("attack");
             StartCoroutine(InflictDamage());
         }
 
     }
 
     void OnTriggerEnter()
     {
         attackTrigger = true;
     }
 
     void OnTriggerExit()
     {
         attackTrigger = false;
     }
 
 
     IEnumerator InflictDamage()
     {
         isAttacking = true;
         yield return new WaitForSeconds(1.1f);
         GlobalHealth.currentHealth -= 5;
         yield return new WaitForSeconds(0.2f);
         isAttacking = false;
     }
 
 }

Into This:

 void Start()
     {
         target = PlayerManager.instance.player.transform;
         agent = GetComponent<NavMeshAgent>();
     }
 
     // Update is called once per frame
     void Update()
     {
         float distance = Vector3.Distance(target.position, transform.position);
 
         if (distance <= lookRadius)
         {
             agent.SetDestination(target.position);
             theEnemy.GetComponent<Animation>().Play("walk_in_place");
 
             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);
 
     }
     private void OnDrawGizmosSelected()
     {
         Gizmos.color = Color.red;
         Gizmos.DrawWireSphere(transform.position, lookRadius);
     }
 }






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Answer by LTonon · Jan 11, 2020 at 05:04 PM

This sounds like a weird question, but I guess you could accomplish this by:


  1. Adding all the variables from script1 into script2;

  2. Remove the content of the Update function in script1 (lines 9 - 21) and create a new function into script2. Then you'd just have to call this new function inside the Update in script2 (or just paste the content into the Update without creating a new function);

  3. Everything else could be pretty easily added into the script2, just copy and paste;


Couldn't you just add both scripts components to your Game Object that requires AI?

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