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BasicEnemyAI.js
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BasicEnemyAI.js
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#pragma strict
private var attackRange : float = 10.0;
private var pursuitRange : float = 500.0;
private var tooFarRange : float = 800.0;
public var AI_idle : MonoBehaviour;
public var AI_pursue : MonoBehaviour;
private var character : Transform;
private var player : Transform;
private var AI_state : int = 0;
function Awake () {
character = transform;
player = GameObject.FindWithTag ("Medrash").transform;
AI_idle.enabled = true;
AI_pursue.enabled = false;
}
function OnEnable () {
AI_idle.enabled = true;
AI_pursue.enabled = false;
}
function Update () {
var playerDirection : Vector3 = (player.position - character.position);
playerDirection.y = 0;
var playerDist : float = playerDirection.magnitude;
playerDirection /= playerDist;
if (playerDist < pursuitRange && AI_state == 0) {
AI_pursue.enabled = true;
AI_idle.enabled = false;
AI_state = 1;
} else if (playerDist > tooFarRange && AI_state != 0) {
AI_idle.enabled = true;
AI_pursue.enabled = false;
AI_state = 0;
}
character.transform.Rotate (character.transform.up);
}