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Question by Cbjfan1 · Jul 10, 2012 at 01:44 AM · triggerfolloweyes

Enemy attacks when looked at

I was wondering if it is possible to have it when you look at a gameobject (in a certain range), it will attack you, or in my case just move to the player.

Thanks in advance

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avatar image DayyanSisson · Jul 10, 2012 at 03:10 AM 0
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To answer your question, yes it's possible. What have you tried already?

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Answer by Muuskii · Jul 10, 2012 at 04:33 AM

I just tested this out:

 Vector3 Difference = transform.position - Camera.main.transform.position;
  float dotproduct = Vector3.Dot(Camera.main.transform.forward.normalized, Difference.normalized);
  
  if(dotproduct > 0)   //we are infront of camera, check the angle
  {
  float angle = Mathf.Acos( dotproduct );
  angle *= Mathf.Rad2Deg;
  if(angle <= Camera.main.fieldOfView)Debug.Log("I SEE YOU LOOKIN'!!!");
  
  }

It says the camera can see it WAY before it actually can, but it SHOULD be working. You probably need to take the screen width/height into effect somewhere.

If you want more of a minecraft, Enderman effect you can do a raycast straight down the screen's center if the angle's tangent is less than your enemy's renderer extents divided by the distance between them. To cut down on unneeded raycasting.

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avatar image Cbjfan1 · Jul 10, 2012 at 08:00 PM 0
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Thanks! This is just what I needed. I am making a horror game, and if this person starts following you, he will kill you if you turn around at him. It really makes the game tense :D

avatar image jc_lvngstn · Jul 10, 2012 at 08:29 PM 0
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The "I SEE YOU LOO$$anonymous$$IN" made me laugh, $$anonymous$$uuski :)

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Answer by gooongalooo · Jul 10, 2012 at 04:33 AM

can you be more specific? because there are many possibilities ... for example a raycast... or maybe something like this... i just copied some lines of code from a project. what it basically does: it´s checking the directions of target and player. "float myDirection": -1 means enemy is behind, 0 : left/right and 1: enemy is in front of the player...

 Vector3 dir = (target.position - transform.position).normalized;
  float myDirection = Vector3.Dot(dir, myTransform.forward);
  if(dist <= maxAttackRange && myDirection >= 0.2f)
             {
  /// move or attack or what ever
  }

      
 /// if(dist > maxAttackRange) move to player until dist <= maxAttackRange //--> check  myDirection //-->attack

just one of many opportunities.

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