Please do Dot Product polish and making so that A* triggers when in sight of player with the following code: using System.Collections;using System.Collections.Generic;using UnityEngine; public class GuardController : MonoBehaviour{    [SerializeField] private float moveSpeed;    [SerializeField] private Transform playerTransform;    [SerializeField] private Transform guardTransform;    //[SerializeField] private float detectionThreshold = 0.4f;    [SerializeField] private Rigidbody2D rb;    [SerializeField] private Animator anim;     private void Update()    {         // Get the vector from the guard to the player        Vector2 toPlayer = playerTransform.position - guardTransform.position;         // Get the forward direction of the guard        Vector2 guardForward = guardTransform.up;         // Calculate the dot product        float dotProduct = Vector2.Dot(toPlayer.normalized, guardForward);         /*if (dotProduct > detectionThreshold)        {            // Implement A* pathfinding algorithm here            Debug.Log("Player is in front of the guard.");        }        else        {            // Implement a "StopChasing()" function here            Debug.Log("Player is behind the guard.");        }*/         SetAnimBools(rb.velocity.x, rb.velocity.y);     }          void SetAnimBools(float inputHorizontal, float inputVertical){        if(inputHorizontal != 0){            anim.SetBool("isWalkingRight", true);        } else{            anim.SetBool("isWalkingRight", false);        }        if(inputVertical > 0 && inputHorizontal == 0){            anim.SetBool("isWalkingUp", true);        } else{            anim.SetBool("isWalkingUp", false);        }         if(inputVertical < 0 && inputHorizontal == 0){            anim.SetBool("isWalkingDown", true);        } else{            anim.SetBool("isWalkingDown", false);        }     }}   If needed, create a new script for the guard to track when the player is in sight within a certain range.

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Please do Dot Product polish and making so that A* triggers when in sight of player with the following code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GuardController : MonoBehaviour
{
    [SerializeField] private float moveSpeed;
    [SerializeField] private Transform playerTransform;
    [SerializeField] private Transform guardTransform;
    //[SerializeField] private float detectionThreshold = 0.4f;
    [SerializeField] private Rigidbody2D rb;
    [SerializeField] private Animator anim;


    private void Update()
    {
         // Get the vector from the guard to the player
        Vector2 toPlayer = playerTransform.position - guardTransform.position;

        // Get the forward direction of the guard
        Vector2 guardForward = guardTransform.up;

        // Calculate the dot product
        float dotProduct = Vector2.Dot(toPlayer.normalized, guardForward);

        /*if (dotProduct > detectionThreshold)
        {
            // Implement A* pathfinding algorithm here
            Debug.Log("Player is in front of the guard.");
        }
        else
        {
            // Implement a "StopChasing()" function here
            Debug.Log("Player is behind the guard.");
        }*/

        SetAnimBools(rb.velocity.x, rb.velocity.y);

    } 

        void SetAnimBools(float inputHorizontal, float inputVertical){
        if(inputHorizontal != 0){
            anim.SetBool("isWalkingRight", true);
        } else{
            anim.SetBool("isWalkingRight", false);
        }
        if(inputVertical > 0 && inputHorizontal == 0){
            anim.SetBool("isWalkingUp", true);
        } else{
            anim.SetBool("isWalkingUp", false);
        }

        if(inputVertical < 0 && inputHorizontal == 0){
            anim.SetBool("isWalkingDown", true);
        } else{
            anim.SetBool("isWalkingDown", false);
        }

    }
}

 

If needed, create a new script for the guard to track when the player is in sight within a certain range.

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