using System; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; public enum MovementTypes { Line, Circle, ThroughPlayer, Follow, } public class EnemyMovement : MonoBehaviour { [Header("Speed")] public float speed = 2; public float range = 4; public MovementTypes movementType = MovementTypes.Circle; public Transform enemy; public Transform player; public Vector3 currentLookDirection = new Vector3(0f, 0f, 0f); public float timeTillNewLookDirection = 0.5f; public Vector3 playerStartPoint; [Header("Spawn")] public float radius = 5f; public Vector3 center = new Vector3(0f, 0f, 0f); void Start() { float randomAngle = UnityEngine.Random.Range(0f, 2 * Mathf.PI); // Calculate the point on the perimeter of the circle Vector3 point = center + new Vector3(Mathf.Cos(randomAngle) * radius, 0.6f, Mathf.Sin(randomAngle) * radius); enemy.position = point; if (movementType == MovementTypes.ThroughPlayer) { enemy.LookAt(new Vector3(player.position.x, enemy.position.y, player.position.z)); enemy.Rotate(180.0f, 0.0f, 180.0f, Space.World); } } // Update is called once per frame void Update() { if (movementType == MovementTypes.Line) { enemy.position = new Vector3(Convert.ToSingle(Math.Cos(Time.time * speed)) * range, enemy.position.y, Time.deltaTime * speed); } else if (movementType == MovementTypes.Circle) { enemy.position = new Vector3(Convert.ToSingle(Math.Cos(Time.time * speed)) * range, enemy.position.y, Convert.ToSingle(Math.Sin(Time.time * speed)) * range); } else if (movementType == MovementTypes.ThroughPlayer) { enemy.position -= Time.deltaTime * enemy.forward * speed; } else if (movementType == MovementTypes.Follow) { enemy.position -= Time.deltaTime * enemy.forward * speed; Vector3 newlookDirection = new Vector3(player.position.x, enemy.position.y, player.position.z); // if (timeTillNewLookDirection <= 0) { // newlookDirection = new Vector3(player.position.x, enemy.position.y, player.position.z); // timeTillNewLookDirection = 0.2f; // } else { // newlookDirection = currentLookDirection; // } timeTillNewLookDirection -= Time.deltaTime; enemy.LookAt(Vector3.Slerp(currentLookDirection, newlookDirection, 0.1f / (100000 * 10000))); enemy.Rotate(180.0f, 0.0f, 180.0f, Space.World); currentLookDirection = newlookDirection; } } }