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Question by shocsoares · Jan 24, 2020 at 08:31 AM · attackattacking

How do i delay the first attack after getting Line Of Sight with an enemy?

Basically i want my Unit to have a delay when switching Targets, or when first attacking an enemy, imy implementation already has a cooldown in between attacks but i want it to have a delay as if getting ready to attack a new enemy.

        void Update()
         {
             Collider[] inRange = Physics.OverlapSphere(transform.position, 50f);
             int i = 0;
             while (i < inRange.Length)
             {
                 if (inRange[i].tag != transform.tag && inRange[i].tag != "LEVEL")
                 {
                     RaycastHit LineofSight;
                     if (Physics.Raycast(transform.position, inRange[i].transform.position- transform.position, out LineofSight, range))
                     {
                         if (LineofSight.transform.tag != gameObject.tag && LineofSight.transform.tag != "LEVEL" && (Vector3.Magnitude(inRange[i].transform.position - transform.position) <= MinDistance))
                         {
                             MinDistance = Vector3.Magnitude(inRange[i].transform.position - transform.position);
                             Target = LineofSight.transform.gameObject;
                             canSpotEnemy = true;
                             hasTarget = true;
                         }
                         
                     }
                 }
                 i++;
             }
             if (hasTarget)
             {
                 Attack(Target);
                 hasTarget = false;
                 Target = null;
                 MinDistance = Mathf.Infinity;
     
             }
         }
     
        void Attack(GameObject target)
         {
             Health health = target.GetComponent<Health>();
             if (health != null &&  Time.time-attackTime+attackRampup > 0 ) 
             {
     
                 attackTime = Time.time + attackCooldown;
                 health.TakeDamage(attackDamage);
                 Debug.Log(target.name + transform.gameObject.name);
                 Debug.DrawRay(transform.position, target.transform.position - transform.position, Color.green);
             }
     
         }

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Answer by Le-Capitaine · Jan 24, 2020 at 02:27 PM

You could add a public value for how long to wait upon spotting a target, then use the same system as cooldown using that value. If you want the two to stack, you can simply add it to the current cooldown value. If you're using a coroutine, you can declare a Coroutine instance, assign your coroutine to it, then stop and restart it with the relevant time.

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avatar image shocsoares · Jan 24, 2020 at 05:44 PM 0
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I ended up going for a different aproach(question was under moderation for a couple days), that ultimately worked, i trigered an attack animation and used the animation to trigger the attack function.

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