Wednesday, November 10, 2010

Week 5: Programming: AI

var enemyaggro : GameObject;
var player2 : GameObject;
var enemyState = "String";
var health= 100;
var localchase =false;
var playerLastX=0.0;
var playerLastZ=0.0;
var playerLastY=0.0;
var firstX=0.0;
var switcher=1;
function Start(){
enemyState = "idle";
print(enemyState);
firstX=transform.position.x;
}
function Update () {
if(enemyState == "chase"){
enemychase();
print(enemyState);
}
if(enemyState == "attackmode"){
enemyAttack();
print(enemyState);
}
if(localchase){
enemyState="chase";
}
if(enemyState=="looking"){
startLooking2();
}
if(enemyState=="confusion"){
startConfusion();
}
}
function OnCollisionStay (collision : Collision) {
if (collision.gameObject.tag == "Player") {
enemyState="attackmode";
}
}
function enemyAttack(){
transform.LookAt(player2.transform);
print("enemyhit");
yield WaitForSeconds(3);
enemyState="idle";
}
function enemychase(){
transform.LookAt(player2.transform);
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
}
function startLocalChase () {
localchase =true;
}
function startLooking(){
localchase = false;
playerLastX=player2.transform.position.x;
playerLastZ=player2.transform.position.z;
playerLastY=player2.transform.position.y;
enemyState ="looking";
transform.LookAt(Vector3(playerLastX,playerLastY,playerLastZ));
}
function startLooking2(){
if(!localchase){
rigidbody.transform.Translate(2*Vector3.forward * Time.deltaTime);
yield WaitForSeconds(6);
enemyState="confusion";
print(enemyState);
}
}
function startConfusion(){
if(!localchase){
transform.Rotate(20*Vector3.down * Time.deltaTime);
}
}
function OnGUI () {
GUI.Label(Rect(Screen.width - 120, 10, 200, 50),"Enemy Health: " + health);
}

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