TigerProject/Assets/Monster/FlyEnemyMovement.cs

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using UnityEngine;
using UnityEngine.AI;
public class FlyEnemyMovement : Entity
{
private GameObject playerObject;
private NavMeshAgent agent;
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[SerializeField] private float detectionRange = 5.0f;
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[SerializeField] private float EnemyTime;
private void Awake()
{
agent = GetComponent<NavMeshAgent>();
agent.updateRotation = false;
agent.updateUpAxis = false;
}
private void Start()
{
playerObject = GameObject.FindWithTag("Player");
}
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public override void RunAI()
{
if (playerObject != null)
{
float distance = Vector3.Distance(transform.position, playerObject.transform.position);
if (distance <= detectionRange)
{
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SetAgentPosition();
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}
else
{
if (!agent.isStopped)
{
agent.ResetPath();
}
}
}
}
private void SetAgentPosition()
{
if (!agent.isActiveAndEnabled || !agent.isOnNavMesh)
{
return;
}
Vector3 targetPos = playerObject.transform.position;
agent.SetDestination(new Vector3(targetPos.x, targetPos.y));
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, detectionRange);
}
}