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Dragging Enemies C#
I'm having some trouble coding a script that drags the enemies to different positions (it would follow the player).
using UnityEngine; using System.Collections;
[RequireComponent(typeof(SphereCollider))]
public class PlayerDrag : MonoBehaviour {
public float grabDistance = 1;
private PlayerController playerController;
private SphereCollider col;
private Transform enemy;
private EnemyAI enemyAI;
private EnemySight enemySight;
private EnemyFacePlayer enemyFacePlayer;
void Awake () {
playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController> ();
col = GetComponent<SphereCollider> ();
enemy = GameObject.FindWithTag ("Enemy").transform;
enemyAI = GameObject.FindWithTag ("Enemy").GetComponent<EnemyAI>();
enemySight = GameObject.FindWithTag ("Enemy").GetComponent<EnemySight>();
enemyFacePlayer = GameObject.FindWithTag ("Enemy").GetComponent<EnemyFacePlayer>();
}
void OnTriggerStay (Collider other) {
if (other.gameObject == enemy) {
if (playerController.sneaking == true) {
RaycastHit hit;
if(Physics.Raycast(transform.position, Vector3.forward, out hit, col.radius)) {
if (hit.collider.gameObject == enemy) {
if (Input.GetButtonDown ("Drag")) {
hit.transform.parent = transform;
enemyAI.enabled = false;
enemySight.enabled = false;
enemyFacePlayer.enabled = false;
}else{
hit.transform.parent = null;
}
}
}
}
}
}
}
Basically, I'm trying to parent the enemy to the player, so he moves with the player when a certain button is pressed. It could be a simple mistake as I am somewhat new to coding in Unity. But if anyone sees a problem or has a better way of doing this, please answer with what I should do.
does this produce errors or just not working as expected?
EDIT: some more thoughts on this.
is this script on the player or the enemy? (i'm foolishly assu$$anonymous$$g enemy since there would likely be more than one)
the collider should detect the GameObject
, not it's transform
.
make sure there's a rigidbody
attached on one of the objects - the trigger doesn't, err, trigger without one ;)
you could simplify the script by doing the first GameObject.FindWithTag("Enemy")
and use this to get the other components. it's in Awake()
so not a big performance hit, but the code is simpler/cleaner/etc.
if you've already detected the collision, why do you need to do the raycast hit to check again? set the radius of the sphere collider to your grab distance.
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