Heroes Battlegrounds Script [90% VALIDATED]
switch (currentState) { case State.Idle: if (distanceToPlayer <= attackRange) { currentState = State.Attacking; } else { currentState = State.Moving; } break; case State.Moving: if (distanceToPlayer > attackRange) { MoveTowardsPlayer(); } else { currentState = State.Attacking; } break; case State.Attacking: if (distanceToPlayer > attackRange) { currentState = State.Moving; } else { // Attack Debug.Log("Enemy is attacking"); // Implement attack logic } break; } }
// Move transform.position += movement * moveSpeed * Time.deltaTime;
public class EnemyAI : MonoBehaviour { public float moveSpeed = 3f; public float attackRange = 5f; private Transform player; private Vector3 initialPosition;
void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; initialPosition = transform.position; } Heroes Battlegrounds Script
using UnityEngine;
void Update() { float distanceToPlayer = Vector3.Distance(transform.position, player.position);
// Attack Logic GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyTag); foreach (GameObject enemy in enemies) { float distance = Vector3.Distance(transform.position, enemy.transform.position); if (distance <= attackRange) { // Basic Attack Debug.Log("Attacking Enemy"); // Implement attack logic here (e.g., reduce enemy health) } } } } For a more complex script that includes basic AI (e.g., for an enemy hero), you might consider adding states (e.g., Idle, Moving, Attacking). switch (currentState) { case State
public class HeroController : MonoBehaviour { public float moveSpeed = 5f; public float attackRange = 5f; private string enemyTag = "Enemy";
private enum State { Idle, Moving, Attacking } private State currentState = State.Idle;
using System.Collections; using System.Collections.Generic; using UnityEngine; = attackRange) { currentState = State.Attacking
private void Update() { // Movement Input float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(horizontal, 0, vertical);