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Question by mansdferg · Aug 01, 2016 at 02:18 PM · movementenemydetectionenemyai

My enemy runs backwards away from my player object instead of towards it.

My enemy runs backwards away from my player object instead of towards it, i really can't figure it out, i've tried flipping some of the digits in the code below and it doesn't seem to have changed anything.

using UnityEngine; using System.Collections;

public class EnemyAIMovementLeftController : MonoBehaviour {

 public float enemySpeed;
 Animator enemyAnimator;

 public GameObject enemyGraphic;
 bool canFlip = true;
 bool facingRight = false;
 float flipTime = 5f;
 float nextFlipChance = 0f;

 public float chargeTime;
 float startChargeTime;
 bool moving;
 Rigidbody2D enemyRB;

 void Start(){
     enemyAnimator = GetComponentInParent<Animator> ();
     enemyRB = GetComponentInParent<Rigidbody2D> ();
 }

 void Update(){
 
     /*if (Time.time > nextFlipChance) {
     
         if (Random.Range (0, 10) >= 5) {
             flipFacing ();
     
         }
         nextFlipChance = Time.time + flipTime;

     }*/
 }

 void OnTriggerEnter2D(Collider2D Other){
 
     if (Other.tag == "Player") {
     
         /*if (facingRight && Other.transform.position.x < transform.position.x) {
             flipFacing ();
         } else if (!facingRight && Other.transform.position.x > transform.position.x) {
         
             flipFacing ();
         }
         canFlip = false;*/
         moving = true;
         startChargeTime = Time.time + chargeTime;
     
     }
 
 }

 void OnTriggerStay2D(Collider2D Other){

     if (Other.tag == "Player") {
         if (startChargeTime < Time.time) {
             if (!facingRight) {
                 enemyRB.AddForce (new Vector2 (1, 0) * enemySpeed);
             } else {
                 enemyRB.AddForce (new Vector2 (-1, 0) * enemySpeed);
             }
             enemyAnimator.SetBool ("Moving", moving);
         }

     }

 }

 void OnTriggerExit2D(Collider2D Other){

     if (Other.tag == "Player") {
         canFlip = true;
         moving = false;
         enemyRB.velocity = new Vector2 (0f, 0f);
         enemyAnimator.SetBool ("Moving", moving);

     }

 }


 void flipFacing(){
 
     if (!canFlip) {
         return;
     }
     float facingX = enemyGraphic.transform.localScale.x;
     facingX *= -1f;
     enemyGraphic.transform.localScale = new Vector3(facingX, enemyGraphic.transform.localScale.y, enemyGraphic.transform.localScale.z);
     facingRight = !facingRight;
 }

}

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