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Question by
Obi-Wan_Jabroni · Apr 13 at 10:31 PM ·
movementaddforcechase
Does ClampMagnitude override AddForce?
I have a script that uses Vector2.ClampMagnitude which allows an enemy to chase my player around. When the enemy takes damage, I am using Rigidbody2D.AddForce() to knock him away, but this part of my code isn't working. I am wondering if ClampMagnitude is interferring with it.
void Update(){
//Chases player
body.velocity = Vector2.ClampMagnitude(player.position - transform.position, speed);
//Stops the enemy infront of the player
if(Vector3.Distance(transform.position, player.position) <= range){
tooClose = true;
}else{
tooClose = false;
}
if(tooClose == true){
body.velocity = Vector3.zero;
}
public void TakeDamage(int damage){
if(player.facingRight){
body.AddForce(-transform.right * thrust, ForceMode2D.Impulse);
health -= damage;
Debug.Log("Hit right");
}else{
body.AddForce(transform.right * thrust, ForceMode2D.Impulse);
health -= damage;
Debug.Log("Hit left");
}
}
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