locking rotation and position in rigidbody and adding is kinematic does nothing,
thanks
public class ZombieController : MonoBehaviour
{
public NavMeshAgent agent;
public Transform player;
public LayerMask whatIsGround, whatIsPlayer;
//Patroling
public Vector3 walkPoint;
bool walkPointSet;
public float walkPointRange;
[SerializeField] private float minDistanceToPlayer = 0.5f;
//Attacking
public float timeBetweenAttacks;
bool alreadyAttacked;
//states
public float sightRange,
public bool playerInSightRange, PlayerInAttackRange;
private void Awake()
{
player = GameObject.Find("PlayerModel").transform;
agent = GetComponent();
}
// Update is called once per frame
void Update()
{
//check for sight and attack range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
PlayerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
if (!playerInSightRange && !PlayerInAttackRange) Patroling();
if (playerInSightRange && !PlayerInAttackRange) ChasePlayer();
}
private void Patroling()
{
if (!walkPointSet) SearchWalkPoint();
if (walkPointSet)
agent.SetDestination(walkPoint);
Vector3 distanceToWalkPoint = transform.position - walkPoint;
//walkpoint reached
if (distanceToWalkPoint.magnitude < 1f)
walkPointSet = false;
}
private void ChasePlayer()
{
transform.LookAt(player);
agent.SetDestination(new Vector3(player.position.x + minDistanceToPlayer, player.position.y, player.position.z + minDistanceToPlayer));
}
private void SearchWalkPoint()
{
//calculate random point in range
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);
walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
walkPointSet = true;
}