I’ve been using the script of IA autowaypoints, and I see that with this script the enemys when they are patroling or chasing the player they collide with walls or other enemys and they get stuck. So I try to solve this with some raycasting.But this is not working, what I have in mind is 3 raycasting one forward, one in the left and one in the right of the enemy, so if the first one is activate it means that a wall or other enemy is in front, at this point the next movement of the enemy should evaluate if the left is free of obstacles, if is not check the right. And if the three rays are activate the enemy should turn 180 degrees. Here is the script I have right now
private var layerMask = 1 << 11;
private var playerMask = 1 << 9;
layerMask = ~layerMask;
playerMask = ~playerMask;
var speed = 3.0;
var rotationSpeed = 5.0;
var shootRange = 15.0;
var attackRange = 30.0;
var shootAngle = 4.0;
var dontComeCloserRange = 5.0;
var delayShootTime = 0.35;
var pickNextWaypointDistance = 2.0;
var target : Transform;
public var health=100.0;
private var imdead=false;
var avoidrange=0.0;
private var lastShot = -10.0;
// Make sure there is always a character controller
@script RequireComponent (CharacterController)
function Start () {
// Auto setup player as target through tags
if (target == null GameObject.FindWithTag("Player"))
target = GameObject.FindWithTag("Player").transform;
Patrol();
}
function Update(){
if (imdead==true)
speed=0;
if(health<=0){
SendMessage("Dead");
imdead=true;
Bye();
}
}
function Patrol ()
{
if (imdead==false){
var curWayPoint = AutoWayPoint.FindClosest(transform.position);
while (true)
{
var waypointPosition = curWayPoint.transform.position;
// Are we close to a waypoint? -> pick the next one!
if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
curWayPoint = PickNextWaypoint (curWayPoint);
// Attack the player and wait until
// - player is killed
// - player is out of sight
if (CanSeeTarget ())
yield StartCoroutine("AttackPlayer");
// Move towards our target
MoveTowards(waypointPosition);
yield;
}
}
}
function CanSeeTarget () : boolean
{
if (Vector3.Distance(transform.position, target.position) > attackRange)
return false;
var hit : RaycastHit;
if (Physics.Linecast (transform.position, target.position, hit,layerMask))
return hit.transform == target;
return false;
}
function Shoot ()
{
// Start shoot animation
animation.CrossFade("Attack", 0.3);
// Wait until half the animation has played
yield WaitForSeconds(delayShootTime);
// Fire gun
// BroadcastMessage("Fire");
// Wait for the rest of the animation to finish
yield WaitForSeconds(animation["Attack"].length - delayShootTime);
}
function AttackPlayer ()
{
if (imdead==false){
var lastVisiblePlayerPosition = target.position;
while (true)
{
if (CanSeeTarget ())
{
// Target is dead - stop hunting
if (target == null)
return;
// Target is too far away - give up
var distance = Vector3.Distance(transform.position, target.position);
if (distance > shootRange * 3)
return;
lastVisiblePlayerPosition = target.position;
if (distance > dontComeCloserRange)
MoveTowards (lastVisiblePlayerPosition);
else
RotateTowards(lastVisiblePlayerPosition);
var forward = transform.TransformDirection(Vector3.forward);
var targetDirection = lastVisiblePlayerPosition - transform.position;
targetDirection.y = 0;
var angle = Vector3.Angle(targetDirection, forward);
// Start shooting if close and play is in sight
if (distance < shootRange angle < shootAngle)
yield StartCoroutine("Shoot");
}
else
{
yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
// Player not visible anymore - stop attacking
if (!CanSeeTarget ())
return;
}
yield;
}
}
}
function SearchPlayer (position : Vector3)
{
// Run towards the player but after 3 seconds timeout and go back to Patroling
var timeout = 3.0;
while (timeout > 0.0)
{
MoveTowards(position);
// We found the player
if (CanSeeTarget ())
return;
timeout -= Time.deltaTime;
yield;
}
}
function RotateTowards (position : Vector3)
{
if (imdead==false){
SendMessage("SetSpeed", 0.0);
var direction = position - transform.position;
direction.y = 0;
if (direction.magnitude < 0.1)
return;
var right = transform.TransformDirection(Vector3.right);
var left = transform.TransformDirection(Vector3.left);
var fwd = transform.TransformDirection(Vector3.forward);
// Rotate towards the target
if (!Physics.Raycast(transform.position, fwd, avoidrange)){
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}
else
{
if (!Physics.Raycast(transform.position,left,avoidrange)){
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(left), rotationSpeed * Time.deltaTime);
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}
else{
if (!Physics.Raycast(transform.position,right,avoidrange)){
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(right), rotationSpeed * Time.deltaTime);
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}
else{
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(-fwd), rotationSpeed * Time.deltaTime);
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}
}
}
}
}
function MoveTowards (position : Vector3)
{
if (imdead==false){
var direction = position - transform.position;
direction.y = 0;
if (direction.magnitude < 0.5)
{
SendMessage("SetSpeed", 0.0);
return;
}
// Rotate towards the target
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
// Modify speed so we slow down when we are not facing the target
var forward = transform.TransformDirection(Vector3.forward);
var speedModifier = Vector3.Dot(forward, direction.normalized);
speedModifier = Mathf.Clamp01(speedModifier);
// Move the character
direction = forward * speed * speedModifier;
GetComponent (CharacterController).SimpleMove(direction);
SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
}
}
function Damage(damage:float){
health-=damage;
}
function Bye(){
yield WaitForSeconds(0.1);
gameObject.tag = "Dead";
Destroy (gameObject, 5);
}
function PickNextWaypoint (currentWaypoint : AutoWayPoint)
{
// We want to find the waypoint where the character has to turn the least
// The direction in which we are walking
var forward = transform.TransformDirection(Vector3.forward);
// The closer two vectors, the larger the dot product will be.
var best = currentWaypoint;
var bestDot = -10.0;
for (var cur : AutoWayPoint in currentWaypoint.connected)
{
var direction = Vector3.Normalize(cur.transform.position - transform.position);
var dot = Vector3.Dot(direction, forward);
if (dot > bestDot cur != currentWaypoint)
{
bestDot = dot;
best = cur;
}
}
return best;
}