Files
3D-FPS/3D FPS/Assets/Scripts/Enemy/EnemyMovement.cs
2024-12-09 23:16:34 +01:00

92 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyMovement : MonoBehaviour
{
public CharacterController charControl;
public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
public LayerMask obstacleMask;
public float detectionOffset = 0.5f;
public Transform player;
public float obstacleDetectionDistance = 1f;
public float rotationSpeed = 5f;
private Vector3 velocity;
private bool isGrounded;
void Start()
{
GameObject playerObject = GameObject.FindWithTag("Player");
if (playerObject != null)
{
player = playerObject.transform;
}
else
{
Debug.LogError("Player not found in the scene! Ensure the player GameObject is tagged as 'Player'.");
}
}
void Update()
{
if(player == null) return;
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
Vector3 directionToPlayer = (player.position - transform.position).normalized;
Vector3 move = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
bool isBlocked = Physics.Raycast(rayOrigin, move, obstacleDetectionDistance, obstacleMask);
if (isBlocked && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
charControl.Move(move * speed * Time.deltaTime);
velocity.y += gravity * Time.deltaTime;
charControl.Move(velocity * Time.deltaTime);
RotateTowardsPlayer(directionToPlayer);
}
private void RotateTowardsPlayer(Vector3 directionToPlayer)
{
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(directionToPlayer.x, 0, directionToPlayer.z));
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
private void OnDrawGizmos()
{
if (player != null)
{
Vector3 directionToPlayer = (player.position - transform.position).normalized;
Vector3 moveDirection = new Vector3(directionToPlayer.x, 0, directionToPlayer.z);
Vector3 rayOrigin = transform.position + Vector3.down * detectionOffset;
Gizmos.color = Color.red;
Gizmos.DrawRay(rayOrigin, moveDirection * obstacleDetectionDistance);
}
}
}