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Question by $$anonymous$$ · Feb 28, 2021 at 02:05 PM · unity 2denemyenemy ai

How to implement proper enemy follow and shoot

Hi i dont know to how to implent something like a follow and wait and shoot enemy. i add make ammo and its directions but dont know to to implement this type of enemy what i need to add ? please help me my code: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class KKKshooter : Enemy {

 public Rigidbody2D myRigidbody;
 public Transform target;
 public float chaseRadius;
 public float attackRadius;
 public Transform homePosition;
 public Animator anim;
 public GameObject magnum;

 // Use this for initialization
 void Start()
 {
     currentState = EnemyState.idle;
     myRigidbody = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
     target = GameObject.FindWithTag("Player").transform;
 }

 // Update is called once per frame
 void FixedUpdate()
 {
     CheckDistance();
 }

 public virtual void CheckDistance()
 {
     if (Vector3.Distance(target.position,
                         transform.position) <= chaseRadius
        && Vector3.Distance(target.position,
                            transform.position) > attackRadius)
     {
         if (currentState == EnemyState.idle || currentState == EnemyState.run
             && currentState != EnemyState.stagger)
         {
             Vector3 temp = Vector3.MoveTowards(transform.position,
                                                      target.position,
                                                      moveSpeed * Time.deltaTime);
             changeAnim(temp - transform.position);
             myRigidbody.MovePosition(temp);
             ChangeState(EnemyState.run);
             anim.SetBool("run", true);
         }
     }
     else if (Vector3.Distance(target.position,
                        transform.position) > chaseRadius)
     {
         anim.SetBool("run", false);
     }
 }

 public void SetAnimFloat(Vector2 setVector)
 {
     anim.SetFloat("moveX", setVector.x);
     anim.SetFloat("moveY", setVector.y);
 }

 public void changeAnim(Vector2 direction)
 {
     if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
     {
         if (direction.x > 0)
         {
             SetAnimFloat(Vector2.right);
         }
         else if (direction.x < 0)
         {
             SetAnimFloat(Vector2.left);
         }
     }
     else if (Mathf.Abs(direction.x) < Mathf.Abs(direction.y))
     {
         if (direction.y > 0)
         {
             SetAnimFloat(Vector2.up);
         }
         else if (direction.y < 0)
         {
             SetAnimFloat(Vector2.down);
         }
     }
     else if (Vector3.Distance(target.position,
                transform.position) <= chaseRadius && Vector3.Distance(target.position,transform.position) <= attackRadius)
     {
         anim.SetBool("run", false);
     }



 }


 public void ChangeState(EnemyState newState)
 {
     if (currentState != newState)
     {
         currentState = newState;
     }
 }
 Vector3 ChooseAmmoDirection()
 {

     float temp = Mathf.Atan2(anim.GetFloat("moveY"), anim.GetFloat("moveX")) * Mathf.Rad2Deg;
     return new Vector3(0, 0, temp);

 }
 private void Makeammo()
 {


     Vector2 temp = new Vector2(anim.GetFloat("moveX"), anim.GetFloat("moveY"));
     EnemyAmmo Magnum = Instantiate(magnum, transform.position, Quaternion.identity).GetComponent<EnemyAmmo>();
     Magnum.Setup(temp, ChooseAmmoDirection());
 }

 private IEnumerator AttackCo()
 {
     anim.SetBool("attack", true);
     currentState = EnemyState.shooting;
     yield return new WaitForSeconds(.5f);
     Makeammo();
     anim.SetBool("attack", false);
     yield return new WaitForSeconds(.5f);
     currentState = EnemyState.run;
 }

}

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