Created
January 10, 2017 22:39
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using UnityEngine; | |
using System.Collections; | |
/* | |
This script controls generic non-player characters that follow another character. | |
*/ | |
public class Follow_NonPlayer : MonoBehaviour { | |
Animator anim; | |
NavMeshAgent agent; | |
//follow this | |
public GameObject target; | |
//how far away from the target | |
public int maxDistance; | |
public int minDistance; | |
// Use this for initialization | |
void Start () { | |
anim = GetComponent<Animator> (); | |
agent = GetComponent<NavMeshAgent> (); | |
//fixes spin on collision | |
GetComponent<Rigidbody> ().freezeRotation = true; | |
} | |
// Update is called once per frame | |
void Update () { | |
CheckTarget (); | |
} | |
//check status of target | |
void CheckTarget() | |
{ | |
if (target.GetComponent<Generic_NonPlayer> ().moving) { | |
Chase (maxDistance); | |
} | |
else | |
Idle (minDistance); | |
} | |
void Chase(int distance) | |
{ | |
//if target walks away, begin chase | |
if (Vector3.Distance (target.GetComponent<Transform> ().position, this.transform.position) > distance) { | |
agent.SetDestination (target.GetComponent<Transform> ().position); | |
anim.SetBool ("isWalking", true); | |
} | |
} | |
void Idle(int distance) | |
{ | |
//if target is close, stop chasing | |
if (Vector3.Distance (target.GetComponent<Transform> ().position, this.transform.position) < distance) { | |
anim.SetBool ("isWalking", false); | |
agent.SetDestination (transform.position); | |
} | |
} |
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