How can I tell to the bullet clone, appear inside the (Enemy) group. Not outside.
Here is the code_______________.
using UnityEngine;
using System.Collections;
public class EnemyAAi : MonoBehaviour {
public Transform target;
private float speed = 20;
public float normalSpeed = 20;
public float maxSpeed = 40;
public float rotateSpeed = 3;
public float lookAtDistance = 80;
public float attackRange = 40;
private Transform myTransform;
private bool moveForward = false;
public Rigidbody bullet;
public float bulletSpeed = 70;
public AudioClip laserSound;
public Transform muzzle;
public float attackTimer = 1;
private float timer = 0;
// Use this for initialization
void Start ()
{
myTransform = transform;
}
// Update is called once per frame
void Update ()
{
//40 to attack
//80 to look
float distance = Vector3.Distance(target.position, myTransform.position);
if(distance < lookAtDistance)
{
LookAtTarget();
speed = maxSpeed;
moveForward = true;
if(distance <= attackRange)
{
moveForward = false;
//attack code
TimeStuff();
}
}
else
{
moveForward = false;
}
//this is for making shure the ship moves and stops
if(moveForward)
{
MoveToTarget();
}
else
{
return;
}
}
//move towards player
private void MoveToTarget()
{
rigidbody.AddForce(myTransform.forward * speed);
}
//look at player
private void LookAtTarget()
{
//myTransform.LookAt(target);
Quaternion rotation = Quaternion.LookRotation(target.position - myTransform.position);
myTransform.rotation = Quaternion.Slerp(myTransform.rotation, rotation, rotateSpeed * Time.deltaTime);
}
private void ShootBullet()
{
Rigidbody clone;
clone = Instantiate(bullet, muzzle.position,muzzle.rotation) as Rigidbody;
clone.velocity = transform.forward * 100;
timer = attackTimer;
}
private void TimeStuff()
{
//making shure timer is doing what is supposed to do
if(timer <= 0)
{
timer = 0;
}
if(timer > 0)
{
timer -= Time.deltaTime;
}
if(timer == 0)
{
ShootBullet();
}
}
public float health=100; //the health variable.
public float damage=10; //damage amount.
public void hit()
{
health-= damage;
if (health < 0)
{
}
}
}