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Question by beboy · Dec 22, 2016 at 10:51 AM · unity 2dai

How to make player hides from an enemy ?

Firstly, sorry for my poor English. I'm an amatuer. I'm trying to make a 2D hunting game. I trying to create an AI for my rabbit so he can runaway when my player get closer. i used Collider2D for this, But i don't know the way to make my player invisble from the rabbit when he get into a brush. I will verry appreciate if you can help me . Here is my code

 public class Targetmovement_controller : MonoBehaviour
 {
     public float enemyspeed;
     Animator enemyAnimator;
     //facing 
     public GameObject enemyGraphic;
     bool canFlip = true;
     bool facingRight = true;
     bool facingLeft = true;
     float flipTime = 5f;
     float nextFlipChance = 0f;
     //attacking
     public float chargeTime;
     float startChargeTime;
     bool charging;
     Rigidbody2D enemyRB;
 
     // Use this for initialization
     void Start()
     {
         enemyAnimator = GetComponent<Animator>();
         enemyRB = GetComponent<Rigidbody2D>();
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Time.time > nextFlipChance)
         {
             if (Random.Range(0, 10) >= 5) flip();
             nextFlipChance = Time.time + flipTime;
         }
 
     }
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.tag == "Player")
         {
             if (facingRight && other.transform.position.x < transform.position.x) flip();
             else if (!facingRight && other.transform.position.x > transform.position.x) flip();
             canFlip = false;
             charging = true;
             startChargeTime = Time.time + chargeTime;
         }
     }
     void OnTriggerStay2D(Collider2D other)
     {
         if (other.tag == "Player")
         {
             if (startChargeTime < Time.time + chargeTime)
             {
                 if (!facingRight) enemyRB.AddForce(new Vector2(1, 0) * enemyspeed);
                 else enemyRB.AddForce(new Vector2(-1, 0) * enemyspeed);
                 enemyAnimator.SetBool("Running", charging);
             }
         }
     }
     void OnTriggerExit2D(Collider2D other)
     {
         if (other.tag == "Player")
         {
             canFlip = true;
             charging = false;
             enemyRB.velocity = new Vector2(0f, 0f);
             enemyAnimator.SetBool("Running", charging);
         }
     }
     void flip()
     {  //dinh nghia cach xoay
         if (!canFlip) return;
         float facingX = enemyGraphic.transform.localScale.x;
         facingX *= -1f;
         enemyGraphic.transform.localScale = new Vector3(facingX, enemyGraphic.transform.localScale.y, enemyGraphic.transform.localScale.z);
         facingRight = !facingRight;
 
 
     }
 }
 
 
 
 
 
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avatar image srikaran_p · Dec 22, 2016 at 10:58 AM 0
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In your Trigger functions, use other.gameObject.tag ins$$anonymous$$d of other.tag. Do you want to deactivate the player if it is in the trigger?

avatar image ImFromTheFuture · Dec 22, 2016 at 12:43 PM 1
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I wanted to achieve something similar for a game that I was working on. I used bools for it. $$anonymous$$y game had hiding areas and if the player entered these areas I would change the isHiding bool to true. For the enemy that were following the player, the condition included this check. For example, Enemy class: if (player.isHiding != true && player.isDead!=true) { //do something}

avatar image beboy · Dec 23, 2016 at 12:58 AM 0
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Thanks for your help, i will try, i have the same idea , but like i said i'm amatuer so i don't know how to write a functions in the right way. actually i don't wanna deactivate the player , just wanna him invisble

avatar image ImFromTheFuture beboy · Dec 23, 2016 at 07:32 AM 1
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That's good. You simply need one bool for it then. Change the tag of the player to "hidden" and make a condition check in the enemy script as if (other.collider.tag != hidden) {//your code}

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