I'm confronted with a problem with the implementation of enemies. Firstly, I'm following this tutorial. I have a gameobject for enemy with box collider and basically all I need.
Here is my script :
using UnityEngine;
using System.Collections;
public class Enemy : MonoBehaviour {
[SerializeField]
private float rotationSpeed = 180; // In degrees per second
[SerializeField]
private float movementSpeed = 1f; // In units per second
[SerializeField]
private float meshRadius = 1f; // In units
private IEnumerator turnTowardsPlayerCoroutine;
private IEnumerator moveTowardsPlayerCoroutine;
void OnTriggerEnter(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
float playerDistance = Vector3.Distance(collider.transform.position, transform.position);
// Ignore trigger events from the inner colliders
if (playerDistance >= 2f * meshRadius)
{
turnTowardsPlayerCoroutine = TurnTowardsPlayer(collider.transform);
moveTowardsPlayerCoroutine = MoveTowardsPlayer(collider.transform);
StartCoroutine(turnTowardsPlayerCoroutine);
StartCoroutine(moveTowardsPlayerCoroutine);
}
}
}
void OnTriggerExit(Collider collider)
{
if (collider.tag == "Player")
{
float playerDistance = Vector3.Distance(collider.transform.position, transform.position);
// Ignore trigger events from the inner colliders
if (playerDistance >= 2f * meshRadius)
{
StopCoroutine(turnTowardsPlayerCoroutine);
StopCoroutine(moveTowardsPlayerCoroutine);
}
}
}
private IEnumerator TurnTowardsPlayer(Transform player)
{
while (true)
{
Quaternion targetRotation = Quaternion.LookRotation(player.position - transform.position, Vector3.up);
targetRotation.x = 0f;
targetRotation.z = 0f;
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
yield return 0;
}
}
private IEnumerator MoveTowardsPlayer(Transform player)
{
while (true)
{
Vector3 playerDirection = transform.position - player.position;
playerDirection.y = 0;
playerDirection = playerDirection.normalized;
Vector3 deltaMovement = playerDirection * movementSpeed * Time.deltaTime;
int layermask = LayerMask.GetMask("Environment");
Vector3 movingTowards = transform.position - playerDirection*meshRadius + (new Vector3(0f, 0.1f, 0f));
if (Physics.Raycast(movingTowards, Vector3.down, 0.25f, layermask))
{
transform.position -= deltaMovement;
}
yield return 0;
}
}
}
The result is, when I enter in the zone where enemy must attack me, the enemy rotated towards me, but he didn't move. Did I forget something or did something go wrong?