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Question by ramiam · Jun 08, 2013 at 07:30 AM · guistringtextarea

The code see the target First Person Controller only

The enemy does not see my target

see the target First Person Controller only

var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform;

 private var lastShot = -10.0;
  
 // Make sure there is always a character controller
 @script RequireComponent (CharacterController)
  
 function Start () {
 // Auto setup player as target through tags
 if (target == null && GameObject.FindWithTag("Player"))
 target = GameObject.FindWithTag("Player").transform;
  
 Patrol();
 }
  
 function Patrol () {
 var curWayPoint = AutoWayPoint.FindClosest(transform.position);
 while (true) {
 var waypointPosition = curWayPoint.transform.position;
 // Are we close to a waypoint? -> pick the next one!
 if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
 curWayPoint = PickNextWaypoint (curWayPoint);
  
 // Attack the player and wait until
 // - player is killed
 // - player is out of sight
 if (CanSeeTarget ())
 yield StartCoroutine("AttackPlayer");
  
 // Move towards our target
 MoveTowards(waypointPosition);
  
 yield;
 }
 }
  
  
 function CanSeeTarget () : boolean {
 if (Vector3.Distance(transform.position, target.position) > attackRange)
 return false;
  
 var hit : RaycastHit;
 if (Physics.Linecast (transform.position, target.position, hit))
 return hit.transform == target;
  
 return false;
 }
  
 function Shoot () {
 // Start shoot animation
 animation.CrossFade("shoot", 0.3);
  
 // Wait until half the animation has played
 yield WaitForSeconds(delayShootTime);
  
 // Fire gun
 BroadcastMessage("Fire");
  
 // Wait for the rest of the animation to finish
 yield WaitForSeconds(animation["shoot"].length - delayShootTime);
 }
  
 function AttackPlayer () {
 var lastVisiblePlayerPosition = target.position;
 while (true) {
 if (CanSeeTarget ()) {
 // Target is dead - stop hunting
 if (target == null)
 return;
  
 // Target is too far away - give up
 var distance = Vector3.Distance(transform.position, target.position);
 if (distance > shootRange * 3)
 return;
  
 lastVisiblePlayerPosition = target.position;
 if (distance > dontComeCloserRange)
 MoveTowards (lastVisiblePlayerPosition);
 else
 RotateTowards(lastVisiblePlayerPosition);
  
 var forward = transform.TransformDirection(Vector3.forward);
 var targetDirection = lastVisiblePlayerPosition - transform.position;
 targetDirection.y = 0;
  
 var angle = Vector3.Angle(targetDirection, forward);
  
 // Start shooting if close and play is in sight
 if (distance < shootRange && angle < shootAngle)
 yield StartCoroutine("Shoot");
 } else {
 yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
 // Player not visible anymore - stop attacking
 if (!CanSeeTarget ())
 return;
 }
  
 yield;
 }
 }
  
 function SearchPlayer (position : Vector3) {
 // Run towards the player but after 3 seconds timeout and go back to Patroling
 var timeout = 3.0;
 while (timeout > 0.0) {
 MoveTowards(position);
  
 // We found the player
 if (CanSeeTarget ())
 return;
  
 timeout -= Time.deltaTime;
 yield;
 }
 }
  
 function RotateTowards (position : Vector3) {
 SendMessage("SetSpeed", 0.0);
  
 var direction = position - transform.position;
 direction.y = 0;
 if (direction.magnitude < 0.1)
 return;
  
 // Rotate towards the target
 transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
 transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
 }
  
 function MoveTowards (position : Vector3) {
 var direction = position - transform.position;
 direction.y = 0;
 if (direction.magnitude < 0.5) {
 SendMessage("SetSpeed", 0.0);
 return;
 }
  
 // Rotate towards the target
 transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
 transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
  
 // Modify speed so we slow down when we are not facing the target
 var forward = transform.TransformDirection(Vector3.forward);
 var speedModifier = Vector3.Dot(forward, direction.normalized);
 speedModifier = Mathf.Clamp01(speedModifier);
  
 // Move the character
 direction = forward * speed * speedModifier;
 GetComponent (CharacterController).SimpleMove(direction);
  
 SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
 }
  
 function PickNextWaypoint (currentWaypoint : AutoWayPoint) {
 // We want to find the waypoint where the character has to turn the least
  
 // The direction in which we are walking
 var forward = transform.TransformDirection(Vector3.forward);
  
 // The closer two vectors, the larger the dot product will be.
 var best = currentWaypoint;
 var bestDot = -10.0;
 for (var cur : AutoWayPoint in currentWaypoint.connected) {
 var direction = Vector3.Normalize(cur.transform.position - transform.position);
 var dot = Vector3.Dot(direction, forward);
 if (dot > bestDot && cur != currentWaypoint) {
 bestDot = dot;
 best = cur;
 }
 }
  
 return best;
 }
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