using System.Collections; using System.Collections.Generic; using UnityEngine; public class AISlime : AI { public float visionRange = 4; protected Player player; protected new void Start() { base.Start(); player = GameObject.FindGameObjectWithTag("Player").GetComponent(); } public override void OnTurn(){ if (CanSeePlayer()){ //TODO } else { int direction = Random.Range(0, 4); if (direction == 0 && map.CanMoveTo(MapPosition + Vector2Int.left)){ transform.Translate(Vector3.left); } else if (direction == 1 && map.CanMoveTo(MapPosition + Vector2Int.right)){ transform.Translate(Vector3.right); } else if (direction == 2 && map.CanMoveTo(MapPosition + Vector2Int.up)){ transform.Translate(Vector3.up); } else if (direction == 3 && map.CanMoveTo(MapPosition + Vector2Int.down)){ transform.Translate(Vector3.down); } } } public bool CanSeePlayer(){ return Vector3.Distance(player.transform.position, transform.position) < visionRange; } private void OnDrawGizmosSelected() { Gizmos.color = Color.cyan; Gizmos.DrawWireSphere(transform.position, visionRange); } }