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Question by Mergster · Apr 29, 2019 at 05:52 AM · 2daiienumerator

Trouble with Moving an Enemy back and forth

So I made a enemy walk back and forth using IEnumerator

 public float speed;
     Rigidbody2D rbody;
     public float timer;
 
     public float directionx;
     public float directiony;
 
     public bool canMove = true;
     // Use this for initialization
     void Start () {
         rbody = GetComponent<Rigidbody2D> ();
         StartCoroutine (Move(timer));
 
     }
 
 
     IEnumerator Move(float timer){
 
         if (!canMove) {
 
             rbody.velocity = Vector2.zero;
             yield break;
         }
 
         while (canMove == true) {
                 Vector2 targetVelocity = new Vector2 (directionx, directiony);
                 rbody.velocity = targetVelocity * speed;
                 yield return new WaitForSeconds (timer);
                 Vector2 targetVelocity1 = new Vector2 (-directionx, -directiony);
                 rbody.velocity = targetVelocity1 * speed;
                 yield return new WaitForSeconds (timer);
         }
 
     }
 
 }
 


However, my problem is I want the enemy to stop immediately when killed hence the canMove bool. With my current code, when I fire off the canMove bool, the enemy won't stop and is stuck forever moving one way. I can kinda see why this is happening but I'm not sure how to fix it. Maybe IEnumerators isn't the right way to go? Any help is greatly appreciated.

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Answer by Hellium · Apr 29, 2019 at 06:05 AM

Indeed, using a coroutine here may not be the best option, unless you add a while( true ) around the body of the function. I suggest you the FixedUpdate instead.

Following code not tested:

  public float speed;
  Rigidbody2D rbody;
  float time;

  public float timer;
 
  public float directionx;
  public float directiony;
 
  public bool canMove = true;
  // Use this for initialization
  void Start () {
      rbody = GetComponent<Rigidbody2D> ();
  }
 
 
  private FixedUpdate()
  {
      if (!canMove)
      {
          rbody.velocity = Vector2.zero;
          return;
      }
      
      Vector2 targetVelocity = Mathf.Repeat( time, timer * 2 ) < timer ?
          new Vector2 (directionx, directiony) :
          new Vector2 (-directionx, -directiony);
      rbody.velocity = targetVelocity * speed;
      time += Time.fixedDeltaTime;
  }
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avatar image Mergster · Apr 29, 2019 at 06:24 AM 0
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Thank you for answering! Everything is working fine except the enemy never changes direction(the timer doesn't go down either). I'm unfamiliar with $$anonymous$$athf.Repeat so I'm not sure how to fix it.

avatar image Hellium Mergster · Apr 29, 2019 at 06:35 AM 1
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I forgot to increase time variable my bad. I am on my mobile, so could not test it. Hope it fixes!

avatar image Mergster Hellium · Apr 29, 2019 at 06:58 AM 0
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Works perfectly now! Thanks again ^^

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