I’ll be short and concise. Here’s the script:
using UnityEngine;
public class EnemyAI : MonoBehaviour {
Transform target;
public float moveSpeed = 3;
public int rotationSpeed = 3;
private bool checkPlayerDistance = true;
private float[] playerDistance = new float[4];
private bool isReady;
Transform[] player = new Transform[4];
Transform myTransform;
bool losingHealth;
void Awake()
{
myTransform = transform;
}
void Start()
{
target = player [1];
}
void Update () {
if (checkPlayerDistance) {
for(int i = 0; i < 4; i++){
if(!player *== null){*
playerDistance = Vector3.Distance(player*.position, myTransform.position);*
* }*
* }*
* }*
* if (checkPlayerDistance) {*
* for(int i = 0; i < 4; i++){*
_ if(Mathf.Min(playerDistance[0],playerDistance[1],playerDistance[2],playerDistance[3]) == playerDistance*){
target = player;*_
* if(!isReady)*
* isReady = true;*
* }*
* }*
* }*
* if (isReady) {*
_ myTransform.rotation = Quaternion.Slerp (myTransform.rotation, Quaternion.LookRotation (target.position - myTransform.position), rotationSpeed * Time.deltaTime);
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
* }
}*_
* void OnCollisionEnter(Collision collision){*
* }*
}
Where I get the error is on the part where if(isReady) is, when setting myTransform.rotation. Any guess on what could cause this?