most people have to wright there own scripts for something like this but i have an AI script that would need to be moded be for you can use it ok
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;
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 Patrol () {
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))
return hit.transform == target;
return false;
}
function Shoot () {
// Start shoot animation
animation.CrossFade("shoot", 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["shoot"].length - delayShootTime);
}
function AttackPlayer () {
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) {
SendMessage("SetSpeed", 0.0);
var direction = position - transform.position;
direction.y = 0;
if (direction.magnitude < 0.1)
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);
}
function MoveTowards (position : Vector3) {
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 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;
}
shoot and fire will need to be changed
shoot-to-attack
fire-to-pain
this next script is for the anim
var minimumRunSpeed = 1.0;
function Start () {
// Set all animations to loop
animation.wrapMode = WrapMode.Loop;
// Except our action animations, Dont loop those
animation["attack"].wrapMode = WrapMode.Once;
// Put idle and run in a lower layer. They will only animate if our action animations are not playing
animation["idle"].layer = -1;
animation["walk"].layer = -1;
animation["run"].layer = -1;
animation.Stop();
}
function SetSpeed (speed : float) {
if (speed > minimumRunSpeed)
animation.CrossFade("run");
else
animation.CrossFade("idle");
}
ok this one is for the way points
static var waypoints = Array();
var connected = Array();
static var kLineOfSightCapsuleRadius = 0.25;
static function FindClosest (pos : Vector3) : AutoWayPoint {
// The closer two vectors, the larger the dot product will be.
var closest : AutoWayPoint;
var closestDistance = 100000.0;
for (var cur : AutoWayPoint in waypoints) {
var distance = Vector3.Distance(cur.transform.position, pos);
if (distance < closestDistance)
{
closestDistance = distance;
closest = cur;
}
}
return closest;
}
@ContextMenu ("Update Waypoints")
function UpdateWaypoints () {
RebuildWaypointList();
}
function Awake () {
RebuildWaypointList();
}
// Draw the waypoint pickable gizmo
function OnDrawGizmos () {
Gizmos.DrawIcon (transform.position, "Waypoint.tif");
}
// Draw the waypoint lines only when you select one of the waypoints
function OnDrawGizmosSelected () {
if (waypoints.length == 0)
RebuildWaypointList();
for (var p : AutoWayPoint in connected) {
if (Physics.Linecast(transform.position, p.transform.position)) {
Gizmos.color = Color.red;
Gizmos.DrawLine (transform.position, p.transform.position);
} else {
Gizmos.color = Color.green;
Gizmos.DrawLine (transform.position, p.transform.position);
}
}
}
function RebuildWaypointList () {
var objects : Object[] = FindObjectsOfType(AutoWayPoint);
waypoints = Array(objects);
for (var point : AutoWayPoint in waypoints) {
point.RecalculateConnectedWaypoints();
}
}
function RecalculateConnectedWaypoints ()
{
connected = Array();
for (var other : AutoWayPoint in waypoints) {
// Don't connect to ourselves
if (other == this)
continue;
// Do we have a clear line of sight?
if (!Physics.CheckCapsule(transform.position, other.transform.position, kLineOfSightCapsuleRadius)) {
connected.Add(other);
}
}
}