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Question by akashisayaki · Feb 02, 2021 at 06:20 PM · forceenemy aigame developmentcatapult

Reuse player's script for the enemy

Hi, I'm trying to make a catapult game here and wonder if it's possible to reuse the player's launch script for the enemy. Basically I want my enemy to have the same behaviour as the player. Just the enemy will increase force and launch automatically other than controlling it with mouse button. Here's the code:

public class EnemyLauncher : MonoBehaviour { [SerializeField] private EnemyBouncer bouncer;

 public float holdDownStartTime;
 private bool canLaunch = true;

 private void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         // Mouse Down, start holding
         holdDownStartTime = Time.time;
     }

     if (Input.GetMouseButton(0))
     {
         // Mouse still down, show force
         float holdDownTime = Time.time - holdDownStartTime;
         bouncer.ShowForce(CalculateHoldDownForce(holdDownTime));
     }

     if (Input.GetMouseButtonUp(0) && canLaunch == true)
     {
         canLaunch = false;
         // Mouse Release, Launch!
         float holdDownTime = Time.time - holdDownStartTime;
         bouncer.Launch(CalculateHoldDownForce(holdDownTime));
         StartCoroutine(Cooldown());
     }
 }

 IEnumerator Cooldown()
 {
     float holdDownTime = Time.time - holdDownStartTime;
     yield return new WaitForSeconds(holdDownTime);
     canLaunch = true;
 }

 private float CalculateHoldDownForce(float holdTime)
 {
     float maxForceHoldDownTime = 2f;
     float holdTimeNormalized = Mathf.Clamp01(holdTime / maxForceHoldDownTime);
     float force = holdTimeNormalized * Bouncer.MAX_FORCE;
     return force;
 }

}

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Answer by davidnibi · Mar 14, 2021 at 12:25 AM

You don't need to take the player input for the enemy - just figure out a number that would attribute to force and apply it to that. The only thing you would need here is to AddForce from the enemy.

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