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CopAI.cs
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using BoneworksModdingToolkit;
using UnityEngine;
namespace Policeman
{
public class CopAI : MonoBehaviour
{
public CopAI(System.IntPtr ptr) : base(ptr) { }
public Transform eyePos;
public Transform eyeTarget;
public LayerMask playerMask;
public Animator animator;
public float walkSpeed = 1f;
private Rigidbody _rb;
private float deltaX;
private float deltaZ;
private float lastDeltaX;
private float lastDeltaZ;
private void Start()
{
_rb = transform.Find("AI/Collider").GetComponent<Rigidbody>();
eyeTarget = Player.FindPlayer().transform;
}
private void FixedUpdate()
{
UpdateLoop();
}
private void LateUpdate()
{
lastDeltaX = deltaX;
lastDeltaZ = deltaZ;
}
private void UpdateLoop()
{
Vector3 lookAt = Quaternion.LookRotation(eyeTarget.position - _rb.transform.position).eulerAngles;
_rb.transform.eulerAngles = Vector3.up * lookAt.y;
if (Vector3.Distance(_rb.transform.position, eyeTarget.position) > 1f)
{
bool above = (eyeTarget.position.y - _rb.transform.position.y) > 2.5f;
if (!above)
{
_rb.AddForce(_rb.transform.forward * walkSpeed, ForceMode.VelocityChange);
_rb.velocity = Vector3.ClampMagnitude(_rb.velocity, 1f);
}
else
{
_rb.velocity = Vector3.zero;
}
if (_rb.velocity.magnitude > 0.05f && !above)
{
animator.Play("Running", 0);
}
else
{
animator.Play("Idle", 0);
}
}
else
{
animator.Play("Punching");
}
}
}
}