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Question by bunnynsnake · Mar 25, 2018 at 09:41 PM · c#gameobjectif

how to get this code to work properly c#

i am trying to get a game object to disappear after it gets close to the player.

here is the code i have so far.

any help is welcomed.

thank you

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyScript : MonoBehaviour
 {
     public GameObject Enemy;
     public GameObject Player;
 
     private float Rush = -0.005f; //rate at which the enemy moves at the player
 
     public enum EnemyState { Nice, Aggresive }
 
     public EnemyState currentState;
 
     public int close = 2;
 
 
     private void Update()
     {
         CheckStates();
     }
 
     private void CheckStates()
     {
         if (currentState == EnemyState.Nice)
         {
             // Inactive
         }
 
         if (currentState == EnemyState.Aggresive)
         {
             Enemy.transform.Translate((Enemy.transform.position - Player.transform.position) * Rush);
             Enemy.GetComponent<Renderer>.enabled = false;  // ISSUE HERE?
         }
     }
 }
 public class EnemyCollider : MonoBehaviour
 {
     public EnemyScript masterObject;
 
     public void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.tag == "Player")
         {
             masterObject.currentState = EnemyScript.EnemyState.Aggresive;
         }
     }
 
     public void OnTriggerExit(Collider other)
     {
         if (other.gameObject.tag == "Player")
         {
             masterObject.currentState = EnemyScript.EnemyState.Nice;
         }
     }
 }
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avatar image RobAnthem · Mar 25, 2018 at 10:22 PM 0
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You need to wrap your renderer enabled section in a distance check, like this. Also, I'd suggest using a Nav$$anonymous$$eshAgent for your enemy if your game is 3D.

 if (Vector3.Distance(player.transform.position, enemy.transform.position) <= close)
 {
     Enemy.GetComponent<Renderer>().enabled  = false;
 }

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Answer by Cornelis-de-Jager · Mar 25, 2018 at 11:33 PM

You have a syntax error:

 //Change this:
 Enemy.GetComponent<Renderer>.enabled = false;
 
 // To This
 Enemy.GetComponent<Renderer> ().enabled = false;  
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avatar image bunnynsnake · Mar 26, 2018 at 02:12 AM 0
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thank you :)

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Answer by Arustyred · Mar 25, 2018 at 11:08 PM

Make sure you are getting the right component to disable. You may need: Enemy.GetComponent<MeshRenderer>().enabled = false;

If that still doesn't work, you could set the enemy to a new layer, and then make sure the camera on your player does not render that layer by unchecking it in the Culling Mask section of the Camera component.

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avatar image bunnynsnake · Mar 26, 2018 at 02:12 AM 0
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thank you.

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