Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by rafip · Sep 28, 2017 at 04:21 AM · c#collisiongameobjecttransform

How To Make A Character Stop At A Block?

Hi!

I have currently tried to make it where there is an enemy that targets the player and moves towards him. (works)

But I have also made a block placing script, it works, but the enemy does c stop towards when ti encounters the block. I want the enemy to stop right before the block, punch it (play the attack animation 3 times with a one second intermission after each attack), then the block will be removed and the enemy will continue following the player.

My current code:

 using System.Collections;
 using UnityEngine.UI;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Chase : MonoBehaviour {
 
     public Transform player;
     public GameObject CurrentEnemy;
     private Animation anim;
     public Slider Healthbar;
     public Slider PlyrHB;
     public Canvas DollarCanvas;
     public Canvas DamageEffectCanvas;
     public Canvas GameOverScrn;
     public GameObject Block;
     public bool BreakingBlock = false;
     public bool SpeedEnabled = true;
     public float EnemyWalkInt = 0.05f;
     //public GameObject Enemy;
     //public bool attackingTrue = false;
     //public bool setToFalse = false;
 
     // Use this for initialization
     void Start () {
         //StartCoroutine(DamageUI());
         anim = GetComponent<Animation> ();
         DollarCanvas = DollarCanvas.GetComponent<Canvas> ();
         DamageEffectCanvas = DamageEffectCanvas.GetComponent<Canvas> ();
         GameOverScrn = GameOverScrn.GetComponent<Canvas> ();
         DamageEffectCanvas.enabled = false;
     }
 
     void OnColliderEnter (Collider other) {
         EnemyWalkInt = 0.0f;
         SpeedEnabled = false;
         Debug.Log ("Stage affirmation 1");
         // Vector3 EnemyLastLoc = new Vector3 (CurrentEnemy.transform.position.x, CurrentEnemy.transform.position.y, CurrentEnemy.transform.position.z - 0.325f);
         AttackDefense ();
         Debug.Log ("Stage affirmation 2");
     }
 
     IEnumerator AttackDefense () {
         if (SpeedEnabled == false) {
             CurrentEnemy.transform.position = new Vector3 (Block.transform.position.x, Block.transform.position.y, Block.transform.position.z - 0.325f);
             EnemyWalkInt = 0.0f;
             SpeedEnabled = false;
             anim.Play ("Attack");
             yield return new WaitForSeconds (1);
             CurrentEnemy.transform.position = new Vector3 (Block.transform.position.x, Block.transform.position.y, Block.transform.position.z - 0.325f);
             EnemyWalkInt = 0.0f;
             SpeedEnabled = false;
             anim.Play ("Attack");
             yield return new WaitForSeconds (1);
             CurrentEnemy.transform.position = new Vector3 (Block.transform.position.x, Block.transform.position.y, Block.transform.position.z - 0.325f);
             EnemyWalkInt = 0.0f;
             SpeedEnabled = false;
             anim.Play ("Attack");
             yield return new WaitForSeconds (1);
             Debug.Log ("Point where it should work; Affirmation of SpeedEnabled bool issue");
             EnemyWalkInt = 0.05f;
             SpeedEnabled = true;
         }
     }
 
     // Update is called once per frame
     void Update () {
         
 
         if (Healthbar.value <= 0)
                 return;
 
         if (DollarCanvas.enabled == false) {
             Vector3 direction = player.position - this.transform.position;
             float angle = Vector3.Angle (direction, this.transform.forward);
             if (Vector3.Distance (player.position, this.transform.position) < 999999999999 && angle < 360) {
                 direction.y = 0;
 
                 this.transform.rotation = Quaternion.Slerp (this.transform.rotation,
                     Quaternion.LookRotation (direction), 0.1f);
                 
                 if (SpeedEnabled == true) {
                     if (BreakingBlock == false) {
                         if (direction.magnitude > 1.1175) {
                             anim.Play ("Walk");
                             //attackingTrue = false;
                             DamageEffectCanvas.enabled = false;
                             //Regening = true;;
                             this.transform.Translate (0, 0, EnemyWalkInt);
                         } else {
                             anim.Play ("Attack");
                             if (GameOverScrn.enabled == false)
                                 DamageEffectCanvas.enabled = true;
                             else
                                 DamageEffectCanvas.enabled = false;
                             //attackingTrue = true;
                             //DamageUI ();
                         }
                     }
                 }
                  
             } else {
                 anim.Play ("Idle");
             }
         } else {
             //Enemy.transform.position = new Vector3(Enemy.transform.position.x, Enemy.transform.position.y, Enemy.transform.position.z - 1.0f);
             DamageEffectCanvas.enabled = false;
             anim.Play ("Idle");
         }
 
         if (DamageEffectCanvas.enabled == false) {
             if (PlyrHB.value >= 1 && PlyrHB.value < 99)
                 PlyrHB.value += 0.0375f;
         }
 
     //    } else {
     //        anim.Play ("Idle");
     //    }
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

461 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

UnityException: Transform child out of bounds (C# Unity) 0 Answers

How can i allow my character to jump if he has a powerup.,Changing a variable from one script to another 0 Answers

Help Moving GameObject of a Type 0 Answers

Deleting objects at specific position 1 Answer

Cant get setParent to actually set the parent for child. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges