I have some problems with a script for a "Field Of View" of the enemy. After watching a tutorial to create a field of view for the player I thought I can switch it to the enemy's so that they detect the player and do some other stuff. I created a boolean variable playerInRange
to detect if the enemies can detect the player and set this variable to true or false.
It works fine with just one enemy. When I add another one, the new enemy will not detect the player. So maybe it is related to the coroutine, but I am not sure.
Here is a little bit of my code:
void Start() {
StartCoroutine("FindTargetsWithDelay", .2 f);
}
IEnumerator FindTargetsWithDelay(float delay) {
while (true) {
yield
return new WaitForSeconds(delay);
FindVisibleTargets();
}
}
public void FindVisibleTargets() {
visibleTargets.Clear();
Collider[] targetsInViewRadius = Physics.OverlapSphere(transform.position, viewRadius, targetMask);
for (int i = 0; i < targetsInViewRadius.Length; i++) {
Transform target = targetsInViewRadius[i].transform;
Vector3 dirToTarget = (target.position - transform.position).normalized;
if (Vector3.Angle(transform.forward, dirToTarget) < viewAngle / 2) {
float dstToTarget = Vector3.Distance(transform.position, target.position);
if (!Physics.Raycast(transform.position, dirToTarget, dstToTarget, obstacleMask)) {
// Not so nice solution!
// The movement should be in a separate script!
visibleTargets.Add(target);
nav.SetDestination(player.position);
anim.SetBool("IsRunning", true);
if (dstToTarget < attackRange) {
playerInRange = true;
Debug.Log(playerInRange);
}
}
} else {
anim.SetBool("IsRunning", false);
playerInRange = false;
Debug.Log(playerInRange);
}
}
}
Thank you guys for your little hint. It was really a little hierarchy problem :( Sorry for that newbie/DAU question. Cheers Nico