I am working on an enemy that should only move when the player is not looking at it. I tried using the Renderer.isVisible and everything works but if I look in the direction of the enemy through a wall he also stops moving. The isVisible method counts it in camera view even if a wall is between the player and the enemy. I also tried OnBecameVisible()/OnBecameInvisible() but I get the same result. Does anyone know how to solve it? Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AI : MonoBehaviour
{
public GameObject deathScreen;
public UnityEngine.AI.NavMeshAgent agent;
public Animator endo;
public Transform player;
public LayerMask whatIsGround, whatIsPlayer;
//Patroling
public Vector3 walkPoint;
bool walkPointSet;
public float walkPointRange;
//Attacking
public float timeBetweenAttacks;
bool alreadyAttacked;
bool isDead;
//States
public float sightRange, attackRange;
public bool playerInSightRange, playerInAttackRange;
private void Awake()
{
player = GameObject.Find("Player").transform;
agent = GetComponent<UnityEngine.AI.NavMeshAgent>();
}
private void Update()
{
if(agent.GetComponent<Renderer>().isVisible)
{
endo.speed = 0f;
agent.speed = 0f;
}
else
{
endo.speed = 1f;
agent.speed = 10f;
}
//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();
if (playerInAttackRange && playerInSightRange) AttackPlayer();
}
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 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;
}
private void ChasePlayer()
{
endo.SetBool("Walk", true);
agent.SetDestination(player.position);
}
private void AttackPlayer()
{
//Make sure enemy doesn't move
agent.SetDestination(transform.position);
transform.LookAt(player);
if (!alreadyAttacked)
{
if(isDead == true)
{
FindObjectOfType<Movement_Player>().sensitivity = 0f;
Time.timeScale = 0f;
Cursor.lockState = CursorLockMode.None;
return;
}
///Attack code here
Instantiate(deathScreen, new Vector3(0f,0f,0f), Quaternion.identity);
isDead = true;
//FindObjectOfType<AudioController>().Play("AIShoot");
///End of attack code
alreadyAttacked = true;
Invoke(nameof(ResetAttack), timeBetweenAttacks);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
}