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Question by xXDylan21Xx · Oct 08, 2020 at 09:03 PM · 4.6

How to make enemy stop and shoot.,How to make enemy to stop and shoot nearby player

I have a script that I use and I do not know how to go and make my ai to shoot when near my player. My enemy movement script is :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class enemymover : MonoBehaviour
 {
 
     public GameObject player;
     public float speed = 5f;
     
 
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         //transform.LookAt(player.transform);
         Quaternion targetRotation = Quaternion.LookRotation(player.transform.position - transform.position);
         transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 1 * Time.deltaTime);
         transform.position += transform.forward * speed * Time.deltaTime;
     }
 }

The Bullet shoot script I use for my player is:

 using UnityEngine;
 using System.Collections;
 
 public class BulletShoot : MonoBehaviour
 {
     //Drag in the Bullet Emitter from the Component Inspector.
     public GameObject Bullet_Emitter;
 
     //Drag in the Bullet Prefab from the Component Inspector.
     public GameObject Bullet;
 
     //Enter the Speed of the Bullet from the Component Inspector.
     public float Bullet_Forward_Force;
 
     public float fireRate = 0.5F;
     private float nextFire = 0.5F;
 
     public ParticleSystem muzzleFlash;
 
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetButton("Fire1") && Time.time > nextFire)
         {
             //The Bullet instantiation happens here.
             GameObject Temporary_Bullet_Handler;
             Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
 
             //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
             //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
             Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
 
             //Retrieve the Rigidbody component from the instantiated Bullet and control it.
             Rigidbody Temporary_RigidBody;
             Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent<Rigidbody>();
 
             //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force. 
             nextFire = Time.time + fireRate;
             Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
             muzzleFlash.Play();
 
             //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
             Destroy(Temporary_Bullet_Handler, 3.0f);
         }
     }
 }


Thank you :) ,

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