I have a huge problem. The enemy chases after the player headfirst. I have spent all morning (a full five hours) trying to fix this problem. I have tried to fix it with code, inspector properties, and even by reimporting the model from 3ds max. With the destruction of my ego, I have found no solution; therefore, I am hoping for a miracle that someone has had a similar problem and has found a solution.
Here's my code just incase:
#pragma strict
var detectedCheck : EnemyVolumeOne;
var willAttackCheck : boolean;
var target : Transform;
var moveSpeed = 4;
var damping : float = 4;
function Update () {
detectedCheck = GetComponentInChildren(EnemyVolumeOne);
if(detectedCheck.detected == true){
transform.LookAt(target);
//player looks at me with wrong angle, i have the follow script right, but i need the enemy to follow me correctly.
//IGNORE
/*var relativePos = target.position - transform.position;
var rotation = Quaternion.LookRotation(relativePos);
transform.rotation = rotation;*/
//transform.eulerAngles = new Vector3(0,transform.eulerAngles.y,0);
//transform.LookAt(target);
/*var rotation = Quaternion.LookRotation(target.transform.position - transform.position);
rotation.x = 0;
transform.rotation = Quaternion.Slerp(transform.rotation,rotation,Time.deltaTime * damping);*/
//transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime *1);
//transform.Translate(Vector3.up * moveSpeed * Time.deltaTime *-1);
//transform.position += transform.up * moveSpeed * Time.deltaTime *-1;
print("he's gonna get you");
}
}
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