Right now I have a script that works fine to control my flying ai cube in 3D space. however i'm trying to get collision detection in for the next step. I'm trying to do this with ray casts and it detects other objects just fine but any child of the target thats between it and the center of the target is also being considered and obstacle and I don't want that. how can i get it to ignore the children of the target object but not everyother object? here's the script:
var target : Transform; //the enemy's target
var shot : Transform; //bullet to be fired
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var attackThreshold = 1.5; // 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 : float =1; // delay between attacks when within range
var lastFire=0;
private var chasing = false;
private var attackTime = 1;
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 (distance < chaseThreshold) {
chasing = true;
}
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-lastFire > attackRepeatTime) {
lastFire=Time.time;
var randomness : float = 0.1F;
var hit : RaycastHit;
var dist : float = Vector3.Distance (transform.position,target.transform.position);
var rnd : Vector3 = Random.insideUnitSphere*dist*randomness;
Debug.DrawLine (transform.position,target.transform.position+rnd,Color.cyan);
if (Physics.Linecast ( transform.position, target.transform.position+rnd,hit)) {
if (hit.transform.gameObject == target) {
//Apply Damage
}
if (hit.transform.gameObject != target) {
print("obstacle!");
//THIS IS THE PART I HAVE THE PROBLEM WITH
}
}
// target.SendMessage("ApplyDamage",10);
// Attack! (call whatever attack function you like here)
}
if (distance < attackThreshold) {
//moveSpeed=;
//stop when close enough
}
// attackTime = Time.time+ attackRepeatTime;
//}
// start chasing if target comes close enough
}
function OnTriggerEnter (other: Collider) {
if (other.gameObject.CompareTag("Bullet")){
chaseThreshold=100000000;
}
}