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Question by trossingdavid · Sep 02, 2020 at 07:51 PM · 2daienemyvector

Vector 2 only using x (Enemy AI)

Hello! so im making a 2d game where you basicly where bounce on your enemys and i need help with the enemy AI. The enemy should go to the player and shoot at him (i have the shooting part already so thats fine). I found a script online and i need it to only go on the x axies. If you can help me i would be so happy!

Script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Enemyshooting : MonoBehaviour
 {
     public float speed;
     public float stoppingDistance;
     public float retreaDistance;
     
     private float timeBtwShots;
     public float startTimeBtwShots;
 
 
 
 
     public Transform player;
     public GameObject projectile;
 
     // Start is called before the first frame update
     void Start()
     {
          player = GameObject.FindGameObjectWithTag("Player").transform;
          timeBtwShots = startTimeBtwShots;
     }
 
     // Update is called once per frame
     void Update()
     {
         if(Vector2.Distance(transform.position, player.position) > stoppingDistance)
         {
              transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
         } else if(Vector2.Distance(transform.position, player.position) > stoppingDistance && Vector2.Distance(transform.position, player.position) > retreaDistance)
         {
             transform.position = this.transform.position;
         }
         else if (Vector2.Distance(transform.position, player.position) > retreaDistance)
         {
         transform.position = Vector2.MoveTowards(transform.position, player.position, -speed * Time.deltaTime);
         }
 
         if(timeBtwShots <= 0){
             Instantiate(projectile, transform.position, Quaternion.identity);
             timeBtwShots = startTimeBtwShots;
         }else{
             timeBtwShots -= Time.deltaTime;
         }
     }
 }
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Answer by oStaiko · Sep 02, 2020 at 07:58 PM

You can achieve this by only changing the enemies x value, instead of both x and y.


 void Update()
 {
     Vector2 newPos;
     if(Vector2.Distance(transform.position, player.position) > stoppingDistance)
     {
          newPos = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
     } else if(Vector2.Distance(transform.position, player.position) > stoppingDistance && Vector2.Distance(transform.position, player.position) > retreaDistance)
     {
         newPos = this.transform.position;
     } else if (Vector2.Distance(transform.position, player.position) > retreaDistance)
     {
         newPos = Vector2.MoveTowards(transform.position, player.position, -speed * Time.deltaTime);
     }
     transform.position = new Vector2(newPos.x, transform.position.y);

     if(timeBtwShots <= 0)
     {
         Instantiate(projectile, transform.position, Quaternion.identity);
         timeBtwShots = startTimeBtwShots;
     } else
     {
         timeBtwShots -= Time.deltaTime;
     }
 }
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