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Script attached to An enemy but dosent work right if there are multiple enemies.

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The main problem is that if there are multiple turrent AIs in game only one of them will shoot the projecile at the player and other ones will not and I am wondering how to fix it. public GameObject projectile; private bool inRange = false; private Vector3 projectileSpawn; private Quaternion rotation; public float fireRate = 1F; private float nextShot = 0.0F; public static Transform target; // Update is called once per frame private void Update() { projectileSpawn = this.transform.parent.GetChild(0).position; rotation = this.transform.parent.GetChild(0).rotation; ShootProjectile(); } private void OnTriggerStay(Collider collision) { if (collision.tag == "Human") { targeter = GameObject.Find("Human-1").transform; GameObject.Find("ProjectileSpawn").GetComponent().SetInRange(true); //SetInRange(true); Debug.Log("In range of enemy turret"); } else if (collision.tag == "Human2") { targeter = GameObject.Find("Human-2").transform; GameObject.Find("ProjectileSpawn").GetComponent().SetInRange(true); //SetInRange(true); Debug.Log("In range of enemy turret"); } } private void OnTriggerExit(Collider collision) { if (collision.tag == "Human2" || collision.tag == "Human") { GameObject.Find("ProjectileSpawn").GetComponent().SetInRange(false); // SetInRange(false); target = null; Debug.Log("Out of range of enemy turret"); } } // Resets the value of TurretAI.inRange to false when the astral goes out of range (leaves box collider) private void ShootProjectile() { if (inRange && Time.time > nextShot) // Provided the target is close enough and a set time has past since the last shot, shoot at target { nextShot = Time.time + fireRate; // Causes a time delay between each projectile being fired Instantiate(projectile, projectileSpawn, rotation); Debug.Log("Shots Fired!"); } } private void SetInRange(bool incomingValue) { inRange = incomingValue; } }

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