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Question by kevinamoin23 · Mar 12, 2017 at 02:18 PM · c#2d gameaienemy ai

Flipping 2d Enemy

Hello Im new to Unity this code is from a youtube tutorial I follow the instructions correctly but my Enemy does not flipping even in the Idle State. What I want is, I want the enemy face the Main Character for example the player comes from the rightside and the enemy is facing left I want the enemy face the rightside. Just like he's facing the player and the AI movement is good when I enter the trigger the enemy chasing the player but he doesn't flip. (Sorry for my bad english)

By the way this is my code from the tutorial.

public float EnemySpeed; Animator EnemyAnimator; public GameObject EnemyGraphic; bool canFlip = true; bool facingRight = false; float flipTime = 5f; float FlipChance = 0f;

 //attacking


 public float attackTime;
 float StartAttackTime;
 bool attacking;
 Rigidbody2D EnemyRB;
 void Start ()
 {
     EnemyAnimator = GetComponentInChildren<Animator>();
     EnemyRB = GetComponent<Rigidbody2D>();
 }
 
 void Update ()
 {
     if(Time.time > FlipChance)
     {
         if (Random.Range(0, 10) >= 5)
         {
             flipFacing();
             FlipChance = Time.time + flipTime;
         }

     }
 }

 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;
 }

 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.tag == "Player")
     {
         if (facingRight && col.transform.position.x < transform.position.x) flipFacing();
         else if (!facingRight && col.transform.position.x > transform.position.x) flipFacing();

     }
     canFlip = false;
     attacking = true;
     StartAttackTime = Time.time + attackTime;

 }
 void OnTriggerStay2D(Collider2D col)
 {
     if(col.tag == "Player")
     {
         if(attackTime < Time.time)
         {
             if (!facingRight) EnemyRB.AddForce(new Vector2(-1, 0) * EnemySpeed);
             else EnemyRB.AddForce(new Vector2(1, 0) * EnemySpeed);
             EnemyAnimator.SetBool("Running", attacking);

         }
     }
 }
 void OnTriggerExit2D(Collider2D col)
 {
     if(col.tag == "Player")
     {
         canFlip = true;
         attacking = false;
         EnemyRB.velocity = new Vector2(0f,0f);

         EnemyAnimator.SetBool("Running", attacking);
     }
 }

}

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Answer by Makri907 · Mar 12, 2017 at 03:05 PM

If I were you, I would detect which side the player is on relative to the enemy, and then transform the local scale to the size of the character on the x-axis. You should detect whether the player is within a certain range of the enemy and then check the x position of the player and compare it to the enemy. After this you can change the local scale of the enemy. Your code just seems unnecessarily complicated especially without comments to help.

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