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Question by Juri · Feb 19, 2011 at 11:32 AM · raycastaiwaypoint

WayPoints mixed with Raycast

I have a problem. I try to make a AI that has a rout, marked with WayPoints. But I also want it to look for the player and as soon as it is near the AI it should hunt it. But when the AI get to far a way from $$anonymous$$s next WayPoint it goes back there! t$$anonymous$$s is all working fine, but now i try to get a Raycast setup working. I want the AI to hunt the Player only if he can "see" $$anonymous$$m. t$$anonymous$$s is the code i am using right now. The AI is now only going $$anonymous$$s path and shows no reaction to the player. can somebody help?

var waypoint : Transform []; var speed : float = 20; private var currentWaypoint : int; var loop : boolean = true; var dist = 60; var hunt = 100; var player : Transform; var $$anonymous$$t : RaycastHit; var see: boolean;

function Update () {

 if(currentWaypoint < waypoint.length){  
     var target : Vector3 = waypoint[currentWaypoint].position;
     var moveDirection : Vector3 = target - transform.position;
     var distFromPlayer : Vector3 = player.position-transform.position;  
     var velocity = rigidbody.velocity;

     if(moveDirection.magnitude<1){
     currentWaypoint++;
 }
 else if(distFromPlayer.magnitude < dist && see == true){
         velocity = Vector3.zero;
         target = player.position;
         velocity= (player.position-transform.position).normalized * speed;
         if((player.position - waypoint[currentWaypoint].position).magnitude >hunt){
             taget = waypoint[currentWaypoint].position;
             velocity = moveDirection.normalized * speed;
         }
     }
 else{
     velocity = moveDirection.normalized * speed;
 }
 }
 else{
     if(loop){
         currentWaypoint = 0;
     }
     else{
         velocity = Vector3.zero;
     }
     if(Physics.Raycast(transform.position, moveDirection,$$anonymous$$t,dist) &&$$anonymous$$t.collider.gameObject== player.gameObject){
         see = true;
     }
     }

 rigidbody.velocity = velocity;
 transform.LookAt(target);

}

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Answer by efge · Feb 19, 2011 at 12:57 PM

You could attach a sphere collider to the player, set it as a trigger and use the OnTrigger - functions for detection. So you do not need any distance calculation and can easily use layers and tags.

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avatar image Juri · Feb 19, 2011 at 02:28 PM 0
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ok, but will that work, if i only wont my ai to hunt my player if there is no object between both

avatar image efge · Feb 21, 2011 at 03:55 PM 0
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You are right. Now you have to use a Raycast only when a collision with a Trigger occurs to detect visibility.

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