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I am currently working on a 2D platformer game and have run across this problem while trying to apply my enemy A.I. Script.
var Distance;
var Target : Transform;
var lookAtDistance = 25.0;
var attackRange = 15.0;
var moveSpeed = 3.0;
var Damping = 6.0;
function Update ()
{
Distance = Vector3.Distance(Target.position, transform.position);
if (Distance < lookAtDistance)
{
renderer.material.color = Color.yellow;
lookAt();
}
if (Distance > lookAtDistance)
{
renderer.material.color = Color.clear;
}
if (Distance < attackRange)
{
renderer.material.color = Color.red;
attack ();
}
}
function lookAt ()
{
var rotation = Quaternion.LookRotation(Target.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
}
function attack ()
{
transform.Translate(Vector3.forward * moveSpeed * Time.delteTime);
}
var Distance; var Target : Transform; var lookAtDistance = 25.0; var attackRange = 15.0; var moveSpeed = 3.0; var Damping = 6.0;
function Update () { Distance = Vector3.Distance(Target.position, transform.position);
if (Distance < lookAtDistance)
{
renderer.material.color = Color.yellow;
lookAt();
}
if (Distance > lookAtDistance)
{
renderer.material.color = Color.clear;
}
if (Distance < attackRange)
{
renderer.material.color = Color.red;
attack ();
}
}
function lookAt () { var rotation = Quaternion.LookRotation(Target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping); }
function attack () { transform.Translate(Vector3.forward moveSpeed Time.delteTime); }
For some reason some of the script gets cut out of the comment
Paste it in as normal, then highlight all your code, then press the 101010 button at the top of the comment box, it will indent everything that is selected and this will then format all you code properly when you click submit. I struggled with this at first(all the buttons were missing when using the Firefox browser). :)
var Distance;
var Target : Transform;
var lookAtDistance = 25.0;
var attackRange = 15.0;
var moveSpeed = 3.0;
var Damping = 6.0;
function Update ()
{
Distance = Vector3.Distance(Target.position, transform.position);
if (Distance < lookAtDistance)
{
renderer.material.color = Color.yellow;
lookAt();
}
if (Distance > lookAtDistance)
{
renderer.material.color = Color.clear;
}
if (Distance < attackRange)
{
renderer.material.color = Color.red;
attack ();
}
}
function lookAt ()
{
var rotation = Quaternion.LookRotation(Target.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
}
function attack ()
{
transform.Translate(Vector3.forward * moveSpeed * Time.delteTime);
}
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