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Question by TheBigStudio · Sep 30, 2020 at 05:15 PM · scripting problemmovementenemy ai

Photon 2 Enemy AI Doesn't move?

Hello Guys, I have a enemy AI Script that moves randomly on my 2D map. But When i tried to get my script adapted to photon i failed because none of the enemies moving. They just wait on the map. Because I am new to photon i couldnt understand where i did mistake. Could you guys help me please? Thanks in advance...


Here is my Enemy AI Multi Script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Photon.Pun;
 using Photon.Realtime;
 public class EnemyAI_Multi : MonoBehaviourPunCallbacks
 {
     public float speed;
     private Transform moveSpots = null;
     private int randomSpot;
     private float waitTime;
     public float startWaitTime;
     public float direction;
     private EnemySpawner enemySpawner;
     private GameHandler gameHandler;
     public bool isScriptActive = true;
     private AudioSource audioSource;
     public float minX, maxX, minY, maxY;
     private PhotonView pW;
     
 
     private void Awake()
     {
         pW = GetComponent<PhotonView>();
         audioSource = GetComponent<AudioSource>();
         gameObject.GetComponent<EnemyAI_Multi>().enabled = true;
         enemySpawner = GameObject.Find("SpawnEnemy").GetComponent<EnemySpawner>();
         gameHandler = GameObject.Find("GameHandler").GetComponent<GameHandler>();
     }
     void Start()
     {
 
         waitTime = startWaitTime;
         pW.RPC("setPosition", RpcTarget.AllBuffered);
     }
 
     
     void Update()
     {
 
         pW.RPC("moveEnemy", RpcTarget.AllBuffered);
      
 
       
     }
 
     private void Flip(float direction)
     {
         Vector3 scale = transform.localScale;
         scale.x = direction;
         transform.localScale = scale;
 
     }
 
     
     private void OnCollisionEnter2D(Collision2D collision)
     {
         if (isScriptActive)
         {
             if (collision.gameObject.tag == "EnemyFish")
             {
                 pW.RPC("setPosition", RpcTarget.AllBuffered);
 
 
             }
         }
      
 
         
 
         if (collision.gameObject.tag == ("FishPlayer") && transform.localScale.z < collision.gameObject.transform.localScale.z)
         {
             isScriptActive = false;
             
             audioSource.Play();
             gameObject.GetComponent<SpriteRenderer>().enabled = false;
             gameObject.GetComponent<Rigidbody2D>().gravityScale = 0.1f;
             gameObject.GetComponent<Animator>().enabled = false;
             gameObject.GetComponent<BoxCollider2D>().enabled = false;
             gameHandler.fishCounter += 1;
             enemySpawner.fishCount -= 1;
             Destroy(gameObject, 1f);
 
         }
 
     }
     private void OnCollisionStay2D(Collision2D collision)
     {
         if (isScriptActive)
         {
             if (collision.gameObject.tag == "EnemyFish")
             {
                 pW.RPC("setPosition", RpcTarget.AllBuffered);
 
 
             }
 
             if (collision.gameObject.tag == "MapBorders")
             {
                 pW.RPC("setPosition", RpcTarget.AllBuffered);
 
             }
         }
 
     }
 
     [PunRPC]
     private void moveEnemy()
     {
 
         if (isScriptActive)
         {
             pW.RPC("Move", RpcTarget.AllBuffered);
 
 
             if (Vector2.Distance(transform.position, moveSpots.position) < 0.2f)
             {
                 if (waitTime <= 0)
                 {
                     pW.RPC("setPosition", RpcTarget.AllBuffered);
                     waitTime = startWaitTime;
                 }
                 else
                 {
                     waitTime -= Time.deltaTime;
                 }
             }
             if (moveSpots.position.x < transform.position.x)
             {
                 Flip(direction);
 
             }
             else if (moveSpots.position.x > transform.position.x)
             {
 
                 Flip(-direction);
             }
         }
 
     }
 
     [PunRPC]
     private void setPosition()
     {
         moveSpots.position = new Vector2(Random.Range(minX, maxX), Random.Range(minY, maxY));
     }
 
     [PunRPC]
     private void Move()
     {
 
         transform.position = Vector2.MoveTowards(transform.position, moveSpots.position, speed * Time.deltaTime);
 
     }
 }
 
 
 
 
 

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Answer by TheBigStudio · Oct 01, 2020 at 05:49 AM

Does anyone know the answer guys?

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