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Question by Sansgamer120 · Dec 03, 2020 at 08:35 PM · enemy aienemy damage

why isn't my enemy shooting at me?

I am making a fps and my enemy isn't shooting at me. all variables are assigned, they just walk up to me and stand there. I can shoot them just fine here are scripts.

enemy

 using UnityEngine;
 using UnityEngine.AI;
 
 [RequireComponent(typeof(NavMeshAgent))]
 [RequireComponent(typeof(Rigidbody))]
 
 public class SC_NPCEnemy : MonoBehaviour, IEntity
 {
     public float attackDistance = 3f;
     public float movementSpeed = 4f;
     public float npcHP = 100;
     //How much damage will npc deal to the player
     public float npcDamage = 5;
     public float attackRate = 0.5f;
     public Transform firePoint;
     public GameObject npcDeadPrefab;
 
     [HideInInspector]
     public Transform playerTransform;
     [HideInInspector]
     public SC_EnemySpawner es;
     NavMeshAgent agent;
     float nextAttackTime = 0;
     Rigidbody r;
 
     // Start is called before the first frame update
     void Start()
     {
         agent = GetComponent<NavMeshAgent>();
         agent.stoppingDistance = attackDistance;
         agent.speed = movementSpeed;
         r = GetComponent<Rigidbody>();
         r.useGravity = false;
         r.isKinematic = true;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (agent.remainingDistance - attackDistance < 0.01f)
         {
             if (Time.time > nextAttackTime)
             {
                 nextAttackTime = Time.time + attackRate;
 
                 //Attack
                 RaycastHit hit;
                 if (Physics.Raycast(firePoint.position, firePoint.forward, out hit, attackDistance))
                 {
                     if (hit.transform.CompareTag("Player"))
                     {
                         Debug.DrawLine(firePoint.position, firePoint.position + firePoint.forward * attackDistance, Color.cyan);
 
                         IEntity player = hit.transform.GetComponent<IEntity>();
                         player.ApplyDamage(npcDamage);
                     }
                 }
             }
         }
         //Move towardst he player
         agent.destination = playerTransform.position;
         //Always look at player
         transform.LookAt(new Vector3(playerTransform.transform.position.x, transform.position.y, playerTransform.position.z));
         //Gradually reduce rigidbody velocity if the force was applied by the bullet
         r.velocity *= 0.99f;
     }
 
     public void ApplyDamage(float points)
     {
         npcHP -= points;
         if (npcHP <= 0)
         {
             //Destroy the NPC
             GameObject npcDead = Instantiate(npcDeadPrefab, transform.position, transform.rotation);
             //Slightly bounce the npc dead prefab up
             npcDead.GetComponent<Rigidbody>().velocity = (-(playerTransform.position - transform.position).normalized * 8) + new Vector3(0, 5, 0);
             Destroy(npcDead, 10);
             es.EnemyEliminated(this);
             Destroy(gameObject);
         }
     }
 }

player health, (called damage reciever)

 using UnityEngine;
 
 public class SC_DamageReceiver : MonoBehaviour, IEntity
 {
     //This script will keep track of player HP
     public float playerHP = 100;
     public SC_CharacterController playerController;
     public SC_WeaponManager weaponManager;
 
     public void ApplyDamage(float points)
     {
         playerHP -= points;
 
         if (playerHP <= 0)
         {
             //Player is dead
             playerController.canMove = false;
             playerHP = 0;
         }
     }
 }
 

and their spawner, which links up to alot of everything.

 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class SC_EnemySpawner : MonoBehaviour
 {
     public GameObject enemyPrefab;
     public SC_DamageReceiver player;
     public Texture crosshairTexture;
     public float spawnInterval = 2; //Spawn new enemy each n seconds
     public int enemiesPerWave = 5; //How many enemies per wave
     public Transform[] spawnPoints;
 
     float nextSpawnTime = 0;
     int waveNumber = 1;
     bool waitingForWave = true;
     float newWaveTimer = 0;
     int enemiesToEliminate;
     //How many enemies we already eliminated in the current wave
     int enemiesEliminated = 0;
     int totalEnemiesSpawned = 0;
 
     // Start is called before the first frame update
     void Start()
     {
         //Lock cursor
         Cursor.lockState = CursorLockMode.Locked;
         Cursor.visible = false;
 
         //Wait 10 seconds for new wave to start
         newWaveTimer = 2;
         waitingForWave = true;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (waitingForWave)
         {
             if (newWaveTimer >= 0)
             {
                 newWaveTimer -= Time.deltaTime;
             }
             else
             {
                 //Initialize new wave
                 enemiesToEliminate = waveNumber * enemiesPerWave;
                 enemiesEliminated = 0;
                 totalEnemiesSpawned = 0;
                 waitingForWave = false;
             }
         }
         else
         {
             if (Time.time > nextSpawnTime)
             {
                 nextSpawnTime = Time.time + spawnInterval;
 
                 //Spawn enemy 
                 if (totalEnemiesSpawned < enemiesToEliminate)
                 {
                     Transform randomPoint = spawnPoints[Random.Range(0, spawnPoints.Length - 1)];
 
                     GameObject enemy = Instantiate(enemyPrefab, randomPoint.position, Quaternion.identity);
                     SC_NPCEnemy npc = enemy.GetComponent<SC_NPCEnemy>();
                     npc.playerTransform = player.transform;
                     npc.es = this;
                     totalEnemiesSpawned++;
                 }
             }
         }
 
         if (player.playerHP <= 0)
         {
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 Scene scene = SceneManager.GetActiveScene();
                 SceneManager.LoadScene(scene.name);
             }
         }
     }
 
     void OnGUI()
     {
         GUI.Box(new Rect(10, Screen.height - 35, 100, 25), ((int)player.playerHP).ToString() + " HP");
 
 
         if (player.playerHP <= 0)
         {
             GUI.Box(new Rect(Screen.width / 2 - 75, Screen.height / 2 - 20, 150, 40), "Game Over\nPress 'Space' to Restart");
         }
         else
         {
             GUI.DrawTexture(new Rect(Screen.width / 2 - 3, Screen.height / 2 - 3, 6, 6), crosshairTexture);
         }
 
         GUI.Box(new Rect(Screen.width / 2 - 50, 10, 100, 25), (enemiesToEliminate - enemiesEliminated).ToString());
 
         if (waitingForWave)
         {
             GUI.Box(new Rect(Screen.width / 2 - 125, Screen.height / 4 - 12, 250, 25), "Waiting for Wave " + waveNumber.ToString() + ". " + ((int)newWaveTimer).ToString() + " seconds left...");
         }
     }
 
     private void NewMethod()
     {
         GUI.Box(new Rect(Screen.width / 2 - 35, Screen.height - 35, 70, 25), player.weaponManager.selectedWeapon.bulletsPerMagazine.ToString());
     }
 
     public void EnemyEliminated(SC_NPCEnemy enemy)
     {
         enemiesEliminated++;
 
         if (enemiesToEliminate - enemiesEliminated <= 0)
         {
             //Start next wave
             newWaveTimer = 2;
             waitingForWave = true;
             waveNumber++;
         }
     }
 }



thanks in advance. :)

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