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Question by Nahoyman78 · Apr 23, 2012 at 12:23 PM · c#enemyfollowrpg

Enemy Targetting Help

Hi guys :D i have a question about 2 Scripts. One Script makes to the Enemy/AI Follows the player. but i have a Question. can i make so i can transfer the target from EnemyAI to The Other script?

Any Ideas? :)

EnemyAI:

using UnityEngine; using System.Collections;

public class EnemyAI : MonoBehaviour { public Transform tplayer; public int moveSpeed; public int rotationSpeed; public int maxDistance; public GameObject enemy;

 private Transform myTransform;
 
 void Awake() {
     myTransform = transform;
 }

 // Use this for initialization
 void Start () {
     GameObject go = GameObject.FindGameObjectWithTag("Player");
     
     tplayer = go.transform;
 }
 
 // Update is called once per frame
 void Update () {
     Debug.DrawLine(tplayer.position, myTransform.position, Color.yellow);
     
     //Look at target
     myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(tplayer.position - myTransform.position), rotationSpeed * Time.deltaTime);
     
     if(Vector3.Distance(tplayer.position, myTransform.position) < maxDistance) {
         EnemyHealth st = (EnemyHealth)enemy.GetComponent("EnemyHealth");
         st.ttarget = tplayer;
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
     }
 }

}

EnemyHealth:

using UnityEngine; using System.Collections;

public class EnemyHealth : MonoBehaviour { public int maxHealth; public int curHealth; public GameObject destroy; public Transform ttarget; public float attackTimer; public float coolDown; public int giveXP;

 // Use this for initialization
 void Start () {
     attackTimer = 0;
     coolDown = 2.0f;
 }
 
 // Update is called once per frame
 void Update () {
     AddjustCurrentHealth(0);
 }
 
 public void AddjustCurrentHealth(int adj) {
     curHealth += adj;
     
     if(attackTimer > 0)
         attackTimer -= Time.deltaTime;
     
     if(attackTimer < 0)
         attackTimer = 0;
     
     if(attackTimer == 0) {
         Attack();
         attackTimer = coolDown;
     }
     
     if(curHealth <= 0)
         Die();
     
     if(curHealth > maxHealth)
         curHealth = maxHealth;
     
     if(maxHealth < 1)
         maxHealth = 1;
     
 }
 
 public void Die () {
     Stats st = (Stats)ttarget.GetComponent("Stats");
     st.XP += giveXP;
     curHealth = 0;
     Destroy(destroy);
 }
 
 private void Attack() {
     float distance = Vector3.Distance(ttarget.transform.position, transform.position);
     
     Vector3 dir = (ttarget.transform.position - transform.position).normalized;
     
     float direction = Vector3.Dot(dir, transform.forward);
     
     if(distance < 2.5f) {
         if(direction > 0) {
             PlayerHealth eh = (PlayerHealth)ttarget.GetComponent("PlayerHealth");
             eh.AddjustCurrentHealth(-10);
         }
     }
 }

}

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Answer by fafase · Apr 23, 2012 at 12:33 PM

 function Start(){
     var other : EnemyAi= gameObject.GetComponent(EnemyAi);
     var go :Transform= other.tplayer;
 }

I guess that should do it. I put it in the start function but you can move it in a coroutine if the target changes in the game.

Not so familiar with the c# syntax but I guess that would go.

 void Start(){
    Transform go;
    enemyAi other = gameObject.GetComponent<EnemyAi>();
    go = other.tplayer;
 }
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avatar image Nahoyman78 · Apr 23, 2012 at 12:40 PM 0
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thanks :)

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