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BearScript.cs
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using UnityEngine;
public class BearScript : MonoBehaviour
{
public LayerMask playerMask;
public float speed;
CharacterController cC;
public float detectRange;
PlayerController player;
public Animator animCtrl;
public float rotateT;
bool canTurn;
public float turnAngle;
public Transform homePos;
Vector3 playerDir;
public float waterCheckDist;
Ray waterRay;
public LayerMask waterMask;
public Transform waterCheckPos;
RaycastHit waterInfo;
Collider[] wallCheck;
void Start()
{
cC = GetComponent<CharacterController>();
speed += Random.Range(-.5f, .5f);
player = FindObjectOfType<PlayerController>();
canTurn = true;
transform.position = homePos.position;
transform.rotation = homePos.rotation;
}
void Update()
{
wallCheck = Physics.OverlapSphere(waterCheckPos.position, 1f, player.groundcheckmask);
if (Physics.CheckSphere(transform.position, detectRange, playerMask) && !player.beatLevel)
{
playerDir = new Vector3(player.transform.position.x, transform.position.y, player.transform.position.z);
transform.LookAt(playerDir);
if (wallCheck.Length == 0)
{
Invoke(nameof(MoveOffset), .2f);
}
}
else
{
transform.position = homePos.position;
animCtrl.SetBool("foundPlayer", false);
if (canTurn)
{
Invoke(nameof(Rotate), rotateT);
canTurn = false;
}
}
if (player.hitEnemy | player.inWater | player.isSliding)
{
Invoke(nameof(GoBack), player.enemyHitT);
}
if (Physics.SphereCast(waterCheckPos.position, waterCheckDist, -homePos.transform.up, out waterInfo))
{
if (waterInfo.collider.CompareTag("Water"))
{
GoBack();
}
}
}
void MoveOffset()
{
animCtrl.SetBool("foundPlayer", true);
cC.Move(transform.forward.normalized * speed * Time.deltaTime);
}
void Rotate()
{
transform.Rotate(Vector3.up * Random.Range(-turnAngle, turnAngle));
canTurn = true;
}
void GoBack()
{
transform.position = homePos.position;
transform.rotation = homePos.rotation;
}
}