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var hitPoints=20;
var explosion:Transform;
var characterLayer:LayerMask;
private var player:GameObject;
player=GameObject.Find("Player");
var visionAngle:float=45;
var visionRange:float=100;
private var distanceToPlayer:float;
private var canSeePlayer:boolean=false;
var hit:RaycastHit;
function Updadate(){
seekPlayer();
}
function seekPlayer(){
directionToPlayer=player.transform.position-transform.position;
distanceToPlayer=Vector3.Distance(transform.position,player.transform.position);
var playerAngle=Vector3.Angle(directionToPlayer,transform.forward);
if(Mathf.Abs(playerAngle)<visionAngle && distanceToPlayer<visionRange){
Physics.Linecast(transform.position,player.transform.position,hit,~characterLayer.value);
}
if(hit.collider.name==player.collider.name){
var moveDirection=transform.forward;
Debug.Log("TOUCHE");
}
}
function makeDamage(damage:float){
hitPoints-=damage;
if (hitPoints<=0){
Instantiate(explosion, transform.position, transform.rotation);
Destroy(gameObject);
}
}