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Question by hiitman · Feb 05, 2020 at 08:08 PM · collisionerrorprefabprogramming

Sinusoidal move problem

Hi. I trying drop sinusoidal enemy objects but only creating at the top of border and don't do anything. I don't know where problem is.

 using UnityEngine;
 
 public class Enemy_1 : Enemy
 {
 
     [Header("Definiowane w panelu inspekcyjnym: Enemy_1")]
     // liczba sekund potrzebnych do wygenerowania pełnej sinusoidy
     public float waveFrequency = 2;
     // długość sinusoidy w metrach
     public float waveWidth = 4;
     public float waveRotY = 45;
 
     private float x0; // poczatkowa wartość położenia na osi X
     private float birthTime;
 
     //Funkcja Start działa poprawnie, ponieważ nie jest używana przez klasę nadrzędną Enemy
 
     // Start is called before the first frame update
     void Start()
     {
         //Przypisz do x0 początkowe położenie statku Enemy_1
         x0 = pos.x;
 
         birthTime = Time.time;
     }
 
     // Update is called once per frame
     void Update()
     {
 
 
     }
 
     //Zastąp funkcję Move klasy Enemy
     public override void Move()
     {
         //Ponieważ pos jest właściwością, nie możesz bezpośrednio zmodyfikować pola pos.x
         //wczytaj więc pos do zmiennej typu Vector3, którą można zmodyfikować.
         Vector3 tempPos = pos;
         //Modyfikacje zmiennej theta oparte na czasie
         float age = Time.time - birthTime;
         float theta = Mathf.PI * 2 * age / waveFrequency;
         float sin = Mathf.Sin(theta);
         tempPos.x = x0 + waveWidth * sin;
         pos = tempPos;
 
 
         //metoda base.Move() wciąż obsługuje ruch w dół osi y
         base.Move();
 
         //print(bndCheck.isOnScreen);
     }
 }
 

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Answer by hiitman · Feb 05, 2020 at 09:04 PM

Solved. Need in update write method Move();

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