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Question by JacoDev · Apr 17 at 09:12 PM · c#2denemyenemy aienemyai

Boss ai help EoW

I've looked around, but I can't quite seem to get this working:


I'm trying to make an Eater of worlds inspired worm boss, from terraria. I've followed a couple tutorials and put things together as I believe it should work, but when I add the script to an object, nothing happens.


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Worm : MonoBehaviour
 {
     public Transform player;
     public float moveSpeed;
     private Rigidbody2D rb;
     private Vector2 movement;
     public int attackDamage;
     public float dashTime;
     private float dashTimer;
     public float dashSpeed;
     public float attackSpeed;
     public float rotateSpeed;
     public float radius;
     private float angle;
     private Vector2 centre;
     public int closeToCircle;
 
 
     [Space]
 
     private float stateChangeTime;
     public float stateChangeTimeMin;
     public float stateChangeTimeMax;
     private int randomNumber;
 
     [Space]
 
     public bool followState;
     public bool attackState;
     public bool circleState;
     public bool dashState;
 
     // Start is called before the first frame update
     void Start()
     {
         rb = this.GetComponent<Rigidbody2D>();
         randomNumber = Random.Range(1, 5);
         stateChangeTime = Random.Range(stateChangeTimeMin, stateChangeTimeMax) + Time.time;
         centre = transform.position;
     }
 
     void onTriggerEvent(Collider2D other)
     {
         if (other.gameObject.tag == "Player")
         {
             PlayerHealth playerHealth = other.gameObject.GetComponent<PlayerHealth>();
             if (playerHealth != null)
             {
                 playerHealth.TakeDamage(attackDamage);
             }
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         if (randomNumber == 1)
         {
             followState = true;
             attackState = false;
             circleState = false;
             dashState = false;
         }
 
         else if (randomNumber == 2)
         {
             followState = false;
             attackState = true;
             circleState = false;
             dashState = false;
         }
 
         else if (randomNumber == 3 && ((player.transform.position - this.transform.position).sqrMagnitude < closeToCircle * closeToCircle))
         {
             followState = false;
             attackState = false;
             circleState = true;
             dashState = false;
         }
         else if (randomNumber == 3)
         {
             followState = true;
             attackState = false;
             circleState = false;
             dashState = false;
         }
 
         else if (randomNumber == 4)
         {
             followState = false;
             attackState = false;
             circleState = false;
             dashState = true;
         }
 
         Vector3 direction = player.position - transform.position;
         float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
         rb.rotation = angle;
         direction.Normalize();
         movement = direction;
 
         angle += rotateSpeed * Time.deltaTime;
     }
     private void FixedUpdate()
     {
         follow(movement);
     }
 
     void follow(Vector2 direction)
     {
         if (followState == true)
         {
             rb.MovePosition((Vector2)transform.position + (direction * moveSpeed * Time.deltaTime));
             if (stateChangeTime < Time.time)
             {
                 randomNumber = Random.Range(1, 5);
                 stateChangeTime = Random.Range(stateChangeTimeMin, stateChangeTimeMax) + Time.time;
             }
         }
     }
 
     void dash(Vector2 direction)
     {
         if (dashState == true)
         {
             dashTimer = dashTime + Time.time;
             rb.MovePosition((Vector2)transform.position + (direction * moveSpeed * Time.deltaTime));
             if (dashTime < Time.time)
             {
                 rb.constraints = RigidbodyConstraints2D.FreezeRotation;
                 rb.MovePosition((Vector2)transform.position + (direction * moveSpeed * dashSpeed * Time.deltaTime));
             }
             else
             {
                 rb.constraints = RigidbodyConstraints2D.None;
             }
             if (stateChangeTime < Time.time)
             {
                 randomNumber = Random.Range(1, 5);
                 stateChangeTime = Random.Range(stateChangeTimeMin, stateChangeTimeMax) + Time.time;
             }
         }
     }
 
     void attack(Vector2 direction)
     {
         if (attackState == true)
         {
             rb.MovePosition((Vector2)transform.position + (direction * moveSpeed * attackSpeed * Time.deltaTime));
             //spray bullets or fire lazer
             if (stateChangeTime < Time.time)
             {
                 randomNumber = Random.Range(1, 5);
                 stateChangeTime = Random.Range(stateChangeTimeMin, stateChangeTimeMax) + Time.time;
             }
         }
     }
 
     void circle(Vector2 direction)
     {
         if (circleState == true)
         {
             var offset = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle)) * radius;
             transform.position = centre + offset;
             if (stateChangeTime < Time.time)
             {
                 randomNumber = Random.Range(1, 5);
                 stateChangeTime = Random.Range(stateChangeTimeMin, stateChangeTimeMax) + Time.time;
             }
         }
     }
 }


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