Important News

We have released Shinobi Life Online Pre-Alpha Version 1.1.0.0! This update features Earth Release: Earth Dome Jutsu, Aiming Mode and more! Try it out and tell us what you think.

User

Welcome, Guest.
Please login or register.
 
 
 
Forgot your password?

Discord

Statistics

Members
Total Members: 64066
Latest: travemunc
New This Month: 4159
New This Week: 125
New Today: 28
Stats
Total Posts: 73914
Total Topics: 20765
Most Online Today: 983
Most Online Ever: 4232
(January 14, 2020, 07:47:33)
Users Online
Members: 1
Guests: 718
Total: 728
travemunc
Google (8)
Baidu

Author Topic: Chase Script actual code c#  (Read 3833 times)

0 Members and 1 Guest are viewing this topic.

Offline Kakashi Natsu

  • Chunin Poster
  • ***
  • Posts: 141
  • Reputation Power: 2
  • Kakashi Natsu has no influence.
  • Gender: Male
  • Give up trying to make me give up.
    • View Profile
  • Clan: Agni
Chase Script actual code c#
« on: August 11, 2016, 02:34:07 »
it goes haywire when it comes incontact with two players.
Modified(Edited code): enemy now goes unhuman speeds when he moves to the player, then he just stops..., moves out of his trigger box, moves back in again normal then it speeds up.

@Vreg

Code: [Select]
void OnTriggerEnter(Collider other){ //this will check what has entered the trigger


if (playerchosen) {

} else {
if (other.gameObject.tag == "Player") {
print ("player found");
playerchosen = true;
Player = other.gameObject;
}

}
print ("Player Chosen: " +playerchosen);

}
void OnTriggerStay(Collider other){

if (playerchosen) {
Vector3 direction = Player.transform.position - this.transform.position;
Quaternion rotation = Quaternion.LookRotation (direction);
if (rotation.x != 0) {
rotation.x = 0;
}
if (rotation.z != 0) {
rotation.z = 0;
}
this.transform.rotation = Quaternion.Slerp (this.transform.rotation,
rotation, Time.deltaTime + damping);

if (Vector3.Distance (Player.transform.position, this.transform.position) < 15) {
anim.SetBool ("IsIdle", false);
if (direction.magnitude > 1) {
this.transform.Translate (0, 0, 0.1f);
anim.SetBool ("IsWalking", true);
anim.SetBool ("IsAttacking", false);
} else {
anim.SetBool ("IsAttacking", true);

if (canAttack) {
print ("Before invoke");
canAttack = false;
Invoke ("waiting", 2f);
print ("After invoke");
} else {

}
anim.SetBool ("IsWalking", false);
}

} else {


}

} else {
playerchosen = false;


}

print ("Player Chosen: " +playerchosen);
}

void OnTriggerExit(Collider other){ //this will check what has left the trigger

if (other.gameObject.tag != "Player") {//if the game object that left was not a player

playerchosen = true;
} else {

anim.SetBool ("IsWalking", false);
playerchosen = false;
print ("Player left");
}
print (playerchosen);
}
« Last Edit: August 11, 2016, 03:23:44 by Kakashi Natsu »