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Question by JC_LEON · Dec 25, 2016 at 07:42 PM · fps tutorial

fps tutorial ai script conversion help

hi to all i'm tryong to convert the old fps uinity tutorial to c# but i have some issue with the ai script this is the original script

 var Damage : float = 1;
 var speed = 3.0;
 var rotationSpeed = 5.0;
 var shootRange = 15.0;
 var attackRange = 30.0;
 var shootAngle = 10.0;
 var dontComeCloserRange = 5.0;
 var delayShootTime = 0.35;
 var pickNextWaypointDistance = 2.0;
 var target : Transform;
 
 private var lastShot = -10.0;
 //Modifications
 private var hitParticles : ParticleEmitter;
 var muzzleFlash : Renderer;
 
 var bulletsPerClip = 40;
 var clips = 20;
 var reloadTime = 0.5;
 
 private var bulletsLeft : int = 0;
 private var nextFireTime = 0.0;
 private var m_LastFrameShot = -1;
 
 var force = 10.0;
 var range = 100.0;
 var chasing : boolean = false;
 
 
 
 
 
 
 
 
 // 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;  
 
     hitParticles = GetComponentInChildren(ParticleEmitter);
     
     // We don't want to emit particles all the time, only when we hit something.
     if (hitParticles)
         hitParticles.emit = false;
     
        
     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 (target == null)
         return;
 
     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 LateUpdate() {
         if (muzzleFlash) {
             // We shot this frame, enable the muzzle flash
             if (m_LastFrameShot == Time.frameCount) {
                 muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
                 muzzleFlash.enabled = true;
 
                 if (GetComponent.<AudioSource>()) {
                     if (!GetComponent.<AudioSource>().isPlaying)
                         GetComponent.<AudioSource>().Play();
                     GetComponent.<AudioSource>().loop = true;
                 }
             } else {
                 // We didn't, disable the muzzle flash
                 muzzleFlash.enabled = false;
                 enabled = false;
             
                 // Play sound
                 if (GetComponent.<AudioSource>())
                 {
                     GetComponent.<AudioSource>().loop = false;
                 }               
             }
         }
     }
 
 
 
    
 
     function Shoot () {
 
         var direction = transform.TransformDirection(Vector3.forward);
         var hit : RaycastHit;
     
         // Did we hit anything?
         if (Physics.Raycast (transform.position, direction, hit, range)) {
             // Apply a force to the rigidbody we hit
             if (hit.rigidbody)
                 hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
         
             // Place the particle system for spawing out of place where we hit the surface!
             // And spawn a couple of particles
             if (hitParticles) {
                 hitParticles.transform.position = hit.point;
                 hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
                 hitParticles.Emit();
             }
         }
         
 
     // Start shoot animation
     GetComponent.<Animation>().CrossFade("shoot", 0.0);
     GetComponent.<AudioSource>().Play();
    
 
     // Wait until half the animation has played
     //yield WaitForSeconds(delayShootTime);
     /*
     
     
     // Fire gun
     BroadcastMessage("Fire");
     */
     
     //target.SendMessage("Fire", SendMessageOptions.DontRequireReceiver);
     target.SendMessage("PlayerDamage", Damage, SendMessageOptions.DontRequireReceiver);
     
     
 
 
 
 
     // Wait for the rest of the animation to finish
     //yield WaitForSeconds(GetComponent.<Animation>()["shoot"].length - delayShootTime);
 
     // Register that we shot this frame,
         // so that the LateUpdate function enabled the muzzleflash renderer for one frame
     m_LastFrameShot = Time.frameCount;
     enabled = true;
 
 
 
     if (target == null)
         return;
 
     
     
 }
 
 function AttackPlayer () {
     var lastVisiblePlayerPosition = target.position;
     speed = 5.0;
     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 ())
                 speed = 3.0;
                 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) {
         speed = 0;
         GetComponent.<Animation>().CrossFade("idle", 0.0);
         GetComponent.<Animation>().CrossFade("idle", 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;
 
 }

can please someone convert it to c#. or if a tutoria lproject converted yet?

many thanks in advance and marry christmass to all

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