Created
May 11, 2018 20:35
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Enemy patrol AI
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class EnemyAI : MonoBehaviour { | |
public List<Transform> patrolPos = new List<Transform>(); | |
public int posIndex = 0; | |
public float speed = 0.3f; | |
public float rotSpeed = 0.2f; | |
bool look = true; | |
public int waitTime = 30; | |
void Start () { | |
} | |
void Update () { | |
Movement (); | |
} | |
void Movement(){ | |
if(look == true){ | |
ChangeRot (); | |
}else{ | |
Walk (); | |
} | |
} | |
void Walk(){ | |
transform.position = Vector3.MoveTowards (transform.position, patrolPos[posIndex].position, speed); | |
if (Vector3.Distance (transform.position, patrolPos [posIndex].position) < 0.5f) { | |
posIndex++; | |
posIndex = posIndex % patrolPos.Count; | |
look = true; | |
} | |
} | |
float zRot; | |
int lookTimer = 0; | |
void ChangeRot(){ | |
//rotation logic | |
float AngleRad = Mathf.Atan2 ( patrolPos [posIndex].position.y - transform.position.y, patrolPos [posIndex].position.x - transform.position.x); | |
float angle = (180 / Mathf.PI) * AngleRad; | |
zRot = Mathf.LerpAngle(zRot,angle,rotSpeed); | |
transform.localEulerAngles= new Vector3(0,0, zRot); | |
//timer logic | |
if (look) { | |
lookTimer++; | |
if (lookTimer > waitTime) { | |
lookTimer = 0; | |
look = false; | |
} | |
} | |
} | |
} |
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