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FieldOfView.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FieldOfView : MonoBehaviour
{
public float radius;
[Range(0,360)]
public float angle;
public GameObject playerRef;
public LayerMask targetMask;
public LayerMask obstructionMask;
public bool canSeePlayer;
private void Start()
{
playerRef = GameObject.FindGameObjectWithTag("Player");
StartCoroutine(FOVRoutine());
}
private IEnumerator FOVRoutine()
{
WaitForSeconds wait = new WaitForSeconds(0.2f);
while (true)
{
yield return wait;
FieldOfViewCheck();
}
}
private void FieldOfViewCheck()
{
Collider[] rangeChecks = Physics.OverlapSphere(transform.position, radius, targetMask);
if (rangeChecks.Length != 0)
{
Transform target = rangeChecks[0].transform;
Vector3 directionToTarget = (target.position - transform.position).normalized;
if (Vector3.Angle(transform.forward, directionToTarget) < angle / 2)
{
float distanceToTarget = Vector3.Distance(transform.position, target.position);
if (!Physics.Raycast(transform.position, directionToTarget, distanceToTarget, obstructionMask))
canSeePlayer = true;
else
canSeePlayer = false;
}
else
canSeePlayer = false;
}
else if (canSeePlayer)
canSeePlayer = false;
}
}