My Raycast2D doesn't work properly
This is about a stealth game. I have an enemy who patrols with given patrol points. I was trying to make the enemy can't see my character through the wall and stop the enemy itself, chasing the character by moving towards the wall if I was in its chase radius. Basically here, I have a problem with my enemy's radius and the Raycast of the enemy itself. I wanted to make the enemy to keep patrolling if the enemy doesn't see my character. So I was thinking to make it work, I guess I have to add some boolean to it to solve it. But, it doesn't work.
void Start()
{
myRigidBody = GetComponent<Rigidbody2D>();
killerAnim = GetComponent<Animator>();
initialPosition = transform.position;
target = GameObject.FindWithTag("Player").transform;
}
void Update()
{
Vector3 Raycast = initialPosition;
RaycastHit2D hit = Physics2D.Raycast(transform.position, target.transform.position - transform.position,
chaseRadius, 1 << LayerMask.NameToLayer("Default"));
Vector3 forward = transform.TransformDirection(target.transform.position - transform.position);
if (hit.collider != null)
{
if (hit.collider.tag == "Player")
{
chase = true;
Debug.DrawRay(transform.position, forward, Color.green);
}
else {
chase = false;
Debug.DrawRay(transform.position, forward, Color.red);
}
}
// chase radius to trigger the chase to move towards the character
if (Vector3.Distance(target.position,
transform.position) <= chaseRadius
&& Vector3.Distance(target.position, transform.position) > attackRadius && chase == true)
{
if (currentState == EnemyState.walk)
{
Vector3 temp = Vector3.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
changeAnim(temp - transform.position);
myRigidBody.MovePosition(temp);
ChangeState(EnemyState.walk);
killerAnim.SetBool("walking", true);
}
}
// if the character is out of the chase radius, the enemy moving back to its patrol points and begin to patrol again
else if (Vector3.Distance(target.position,
transform.position) > chaseRadius && chase == false)
{
if (Vector3.Distance(transform.position, path[currPoint].position) > roundingDistance)
{
Vector3 temp = Vector3.MoveTowards(transform.position, path[currPoint].position, moveSpeed * Time.deltaTime);
changeAnim(temp - transform.position);
myRigidBody.MovePosition(temp);
ChangeState(EnemyState.walk);
killerAnim.SetBool("walking", true);
}
else
{
ChangeGoal();
}
}
// this is the attack radius. It's going to be triggered if the enemy is close enough with the character
else if (Vector3.Distance(target.position,
transform.position) <= chaseRadius
&& Vector3.Distance(target.position, transform.position) <= attackRadius)
{
if (currentState == EnemyState.walk)
{
StartCoroutine(attack());
}
}
}
I don't know where's the problem from my code. First of all, I'm sorry I'm not an advanced programmer. I'm just a beginner. This is also my first time using a Raycast. Any help will be so much appreciated... Thanks for your help.
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