using UnityEngine;
using UnityEngine.AI; //using the AI system for navmeshaganet
public class enemybehavior : MonoBehaviour
{
NavMeshAgent enemy; //call an object to navigate using the AI system of navmesh
public GameObject dieAfterImpact;
// Start is called before the first frame update
void Start()
{
enemy = GetComponent<NavMeshAgent>(); //assign the name to the NavMeshAgent itself (because there is no need to use a public one)
}
//until here is what you really need to assig a NavMeshAgent , the rest below is just to add
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space)) //when i press a key, in this example is SPACEBAR
{
enemy.SetDestination(tower.position); //make the enemy get to the target using the navigation system and NavMeshAgent
}
}
private void OnCollisionEnter(Collision collision) // in my case i imported an object from blender and its
//pivot point was not in the middle of the object, so i used
//an Empty GameObject to make it its center, so i have 2 types
//of Destroy() here, one for the object and one for the Empty.
{
if (collision.gameObject.tag == "Tower") //using tags to know the target
{
Destroy(dieAfterImpact); //kills specified gameobject
Destroy(gameObject); //kills itself
}
}
}