I am trying to make my NPC follow a player when it is in the range of the box collider. I added agents, but they dont seem to do anything. The code below is for both the random walking and the seeing player, (until seen comments mean its for the seeing player). thank you so much for your help.
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UIElements;
public class Walking : MonoBehaviour {
private float latestDirectionChangeTime;
private readonly float directionChangeTime = 3f;
private float characterVelocity = 2f; //Random.Range(.5f, 3f);
private Vector3 movementDirection;
private Vector3 movementPerSecond;
public GameObject alien;
//for the until seen
private GameObject player;
private Transform target;
private float distance;
public float sight;
private NavMeshAgent agent;
void Start(){
latestDirectionChangeTime = 0f;
calcuateNewMovementVector();
//for the until seen
player = GameObject.FindGameObjectWithTag("Player");
target = player.GetComponent<Transform>();
agent = GetComponent<NavMeshAgent>();
}
void calcuateNewMovementVector(){
//create a random direction vector with the magnitude of 1, later multiply it with the velocity of the enemy
movementDirection = new Vector3(Random.Range(-1.0f, 1.0f), 0,Random.Range(-1.0f, 1.0f)).normalized;
movementPerSecond = movementDirection * characterVelocity;
}
void Update(){
//if the changeTime was reached, calculate a new movement vector
if (Time.time - latestDirectionChangeTime > directionChangeTime)
{
latestDirectionChangeTime = Time.time;
calcuateNewMovementVector();
}
//move enemy:
transform.position = new Vector3(transform.position.x + (movementPerSecond.x * Time.deltaTime), 22.45f,
transform.position.z + (movementPerSecond.z * Time.deltaTime));
//wait a set amount of timeeeeeee
//if his movement is to the west, then he turns 90 in the y axis
alien.transform.rotation = Quaternion.Slerp (alien.transform.rotation,
Quaternion.LookRotation (movementDirection), Time.deltaTime * 4f);
distance = Vector3.Distance(target.position, alien.transform.position);
while (distance <= sight)
{
//alien.agent.SetDestination(target.position);
agent.SetDestination(target.position);
}
// Update is called once per frame
void UntilSeen()
{
/*
* When the player is 'seen' (goes into the range of the box collider on the NPC)
* The NPC will follow the player at 2x speed
*
* If the player gets out of the NPC's box collider for 10 seconds,
* the NPC will slow down and go back to the Walking Script
*
* i know i need to use waituntil code
*/
}
}
}