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Question by soco2211 · Apr 02, 2017 at 01:57 PM · animationvector3booleanvector3.distance

Vector3.Distance keeps growing

When tracking the distance between my player and my enemy, the Vector3.Distance continues to go higher and higher even when the player is standing stationary in front of the enemy. The enemy keeps attacking like the "playerInRange" bool is true, but the console is saying "false" Also, the anim.SetBool just flickers on and off. Why would the Distance still be growing when my two gameObjects are standing still?

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; using UnityEngine.SocialPlatforms;

public class EnemyAtk : MonoBehaviour {

 [SerializeField] private float attackRange = 3f;
 [SerializeField] private float timeBetweenAtks = 1f;

 private Animator anim;
 private GameObject player;
 private bool playerInRange;
 private BoxCollider[] weaponColliders;
 private EnemyHealth enemyHealth;

 // Use this for initialization
 void Start () {
     weaponColliders = GetComponentsInChildren<BoxCollider> ();
     player = GameMgr.instance.Player;
     anim = GetComponent<Animator> ();
     StartCoroutine (atk ());
     enemyHealth = GetComponent<EnemyHealth> ();
 }
 
 // Update is called once per frame
 void Update () {
     //print (Vector3.Distance(transform.position, player.transform.position));
     print (playerInRange);
     //Check for attack range
     if(Vector3.Distance(transform.position, player.transform.position) <= attackRange && enemyHealth.IsAlive){
         playerInRange = true;
         anim.SetBool("InRange", true);
     }else{
         
         playerInRange = false;
         anim.SetBool ("InRange", false);
     }
 }

 IEnumerator atk(){
     if(playerInRange && !GameMgr.instance.GameOver){
         anim.Play ("Attack");
         yield return new WaitForSeconds (timeBetweenAtks); //atk speed
     }

     yield return null;
     StartCoroutine (atk ());
 }

 public void EnemyBeginAttack(){
     foreach (var weapon in weaponColliders) {
         weapon.enabled = true;
     }
 }

 public void EnemyEndAttack(){
     foreach (var weapon in weaponColliders) {
         weapon.enabled = false;
     }
 }

}

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