Check for current transform so the sprite can rotate properly?
Hello! So I am trying to make 2,5D game but instead of having a 3D player in 2D enviroment I made the opposite(2D players with 3D enviroment). However, I am creating an enemy which goes to waypoints to "patrol" and area. And that works fine. But I can't get him to rotate the way he's facing. In the code I have below you can see the patrol code but also when he is supposed to rotate.
// Patrol.cs using UnityEngine; using System.Collections; using UnityEngine.AI;
public class Patrol : MonoBehaviour {
public Transform[] points;
private int destPoint = 0;
private NavMeshAgent agent;
public float _posX;
private SpriteRenderer spriteR;
void Start()
{
spriteR = GetComponent<SpriteRenderer>();
_posX = transform.position.x;
agent = GetComponent<NavMeshAgent>();
// Disabling auto-braking allows for continuous movement
// between points (ie, the agent doesn't slow down as it
// approaches a destination point).
agent.autoBraking = false;
GotoNextPoint();
}
void GotoNextPoint()
{
// Returns if no points have been set up
if (points.Length == 0)
return;
// Set the agent to go to the currently selected destination.
agent.destination = points[destPoint].position;
// Choose the next point in the array as the destination,
// cycling to the start if necessary.
destPoint = (destPoint + 1) % points.Length;
}
void Update()
{
// Choose the next destination point when the agent gets
// close to the current one.
if (!agent.pathPending && agent.remainingDistance < 0.5f)
GotoNextPoint();
if (transform.position.x < _posX)
{
spriteR.flipX = false;
}
if (transform.position.x > _posX)
{
spriteR.flipX = true;
}
}
}
I did notice he rotates depending on the starting position, but is there a way to update the transform.position every .5 seconds or so? To make it less expensive for the PC to handle.
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