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Question by BetYouNeverSawThisNameBefore · Oct 03, 2017 at 12:12 PM · c#2denemyfollowrange

I can't get a "victim" (can be seen as enemy) to follow the player within a certain range

I recently started working for an IT company and I need to develop a 2D game that allows people to practice what to do in case of a fire. Now one of the things is the player having to get a victim (that is able to walk) out of a room. To do this, I need the so-called victim to follow the player but only within a certain range. Now, I watched every existing tutorial out on the great interwebs and looked at the questions and answers on here; nothing. I copy pasted the code but it didn't work. None of them. The only things I reached by it, was the victim either following instantly or not moving at all.

The code I currently have is:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Victim : MonoBehaviour {
 
     //public Transform[] patrolPoints;
     //Transform currentPatrolPoints;
     //int currentPatrolIndex;
 
     public Transform target;
     public float chaseRange;
     public float speed;
     // Use this for initialization
     void Start () {
         //currentPatrolIndex = 0;
         //currentPatrolPoints = patrolPoints [currentPatrolIndex];
     }
     
     // Update is called once per frame
     void Update () {
         //Following player
         //See if player (target) is close enough to follow
         float distanceToTarget =  Vector3.Distance (transform.position, target.position);
         if (distanceToTarget < chaseRange) {
             //Look at target
             Vector3 targetDir = target.position - transform.position;
             float angle = Mathf.Atan2 (targetDir.y, targetDir.x) * Mathf.Rad2Deg - 90f;
             Quaternion q = Quaternion.AngleAxis (angle, Vector3.forward);
             transform.rotation = Quaternion.RotateTowards (transform.rotation, q, 180);
 
             //Move towards target
             transform.Translate (Vector3.up * Time.deltaTime * speed);
         }
     }
 }

I commented out some things that didnt seem to matter (yet). All this code does is: nothing. Yes I have set the player as the target and yes the script is a component of the victim. Can someone help me by either fixing errors or giving me something entirely new to use, because I really don't want to risk my job on this...

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avatar image Positive7 · Oct 03, 2017 at 02:02 PM 0
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Try this :

  public Transform Target;
     public float ChaseRange = 5.0f;
     public float Speed = 5.0f;
 
     private void Update()
     {
         var distanceToTarget = Vector3.Distance(Target.position, transform.position);
         if (distanceToTarget > ChaseRange)
         {
             var targetDir = Target.position - transform.position;
             var angle = $$anonymous$$athf.Atan2(targetDir.y, targetDir.x) * $$anonymous$$athf.Rad2Deg - 90f;
             var q = Quaternion.AngleAxis(angle, Vector3.forward);
             transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 180);
             transform.position = Vector3.$$anonymous$$oveTowards(transform.position, Target.position, Time.deltaTime * Speed);
         }
     }


avatar image BetYouNeverSawThisNameBefore Positive7 · Oct 04, 2017 at 12:26 PM 0
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Doesn't work. I get the following error:

NullReferenceException: Object reference not set to an instance of an object Victim.Update () (at Assets/Scripts/Victim.cs:13)

avatar image Positive7 BetYouNeverSawThisNameBefore · Oct 04, 2017 at 01:33 PM 0
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I guess Target is not assigned. Did you drag and drop Target in the Editor? Btw which one is line 13?

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