I have one script that I use for firing, and another one that I use to get the AI to work, both listed below and in Javascript. I attach the AI script to any AI units that I want, and I attach the firing script to empties that spawn clones of one shot in a forward direction. How do I get it so that the AI fires automatically when the player is in range and in front of the AI?
AI script:
var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var attackThreshold = 3; // distance within which to attack
var chaseThreshold = 10; // distance within which to start chasing
var giveUpThreshold = 20; // distance beyond which AI gives up
var attackRepeatTime = 1; // delay between attacks when within range
private var chasing = false;
private var attackTime = Time.time;
var myTransform : Transform; //current transform data of this enemy
function Awake()
{
myTransform = transform; //cache transform data for easy access/preformance
}
function Start()
{
target = GameObject.FindWithTag("Player").transform; //target the player
}
function Update () {
// check distance to target every frame:
var distance = (target.position - myTransform.position).magnitude;
if (chasing) {
//rotate to look at the player
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
//move towards the player
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
// give up, if too far away from target:
if (distance > giveUpThreshold) {
chasing = false;
}
// attack, if close enough, and if time is OK:
if (distance < attackThreshold Time.time > attackTime) {
// Attack! (call whatever attack function you like here)
attackTime = Time.time + attackRepeatTime;
}
} else {
// not currently chasing.
// start chasing if target comes close enough
if (distance < chaseThreshold) {
chasing = true;
}
}
}
Firing script:
var projectile : Rigidbody;
public var speed = 10;
public var destroyTime = 1;
public var sound : AudioClip;
function Start(){
audio.clip = sound;
}
function Update () {
if ( Input.GetButton ("Fire1")) {
audio.Play();
clone = Instantiate(projectile, transform.position, transform.rotation);
clone.velocity = transform.TransformDirection( Vector3 (0, 0, speed));
Destroy (clone.gameObject, destroyTime);
}
}