Code:
import AIBehavior; class AIAttackScript extends MonoBehaviour { var launchPoint : Transform; var projectilePrefab : Rigidbody; var projectileSpeed : float; var sphereCenter : Transform; var sphereRadius : float; function MeleeAttack ( attackData : AttackData ) : void { Debug.Log("Melee attack"); var hitColliders = Physics.OverlapSphere(sphereCenter.position, sphereRadius); for (var i = 0; i < hitColliders.Length; i++) { Debug.Log("I'm overlapSphering and an object in my sphere is " + hitColliders[i].collider.gameObject.name); if (hitColliders[i].collider.gameObject.tag == "Player"){ hitColliders[i].collider.gameObject.GetComponent(Health).ApplyDamage(20); } } } function RangedAttack ( attackData : AttackData ) : void { var projectile : Rigidbody; projectile = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation); launchPoint.transform.LookAt(GameObject.Find("First Person Controller").transform); projectile.velocity = launchPoint.transform.TransformDirection (Vector3.forward * projectileSpeed); } }