Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ruhtraeel · Apr 09, 2014 at 04:07 AM · 2drotation

Making the enemy always face the player

Hello, I'm having a bit of a logic issue here. I need an algorithm that will make my enemy sprite always be in either one of four directions (ie. 0, 1, 2, 3), each of which represent a different sprite of the prefab facing a different direction. I'm thinking similar to how Link to the Past did it with their sword knights that would chase you once they saw you. Here is my current algorithm, it works only for showing left vs right, but up and down don't work. I try to take the difference between the enemy's x and the player's x and compare it to the y to see if it should be facing right or up, for example.

Here is my code:

 GameObject player = GameObject.FindWithTag("Player");
 moving = true;
 if (gameObject.transform.position.x > player.transform.position.x && (Mathf.Abs(gameObject.transform.position.x) - Mathf.Abs(player.transform.position.x)) > (Mathf.Abs(gameObject.transform.position.y) - Mathf.Abs(player.transform.position.y)))
 direction = 3;
 else if (gameObject.transform.position.x > player.transform.position.x && (Mathf.Abs(gameObject.transform.position.x) - Mathf.Abs(player.transform.position.x)) <= (Mathf.Abs(gameObject.transform.position.y) - Mathf.Abs(player.transform.position.y)))
 {
 if (gameObject.transform.position.y > player.transform.position.y)
 direction = 0;
 else if (gameObject.transform.position.y <= player.transform.position.y)
 direction = 1;
 }
 
 
 if (gameObject.transform.position.x < player.transform.position.x && (Mathf.Abs(gameObject.transform.position.x) - Mathf.Abs(player.transform.position.x)) > (Mathf.Abs(gameObject.transform.position.y) - Mathf.Abs(player.transform.position.y)))
 direction = 2;
 else if (gameObject.transform.position.x < player.transform.position.x && (Mathf.Abs(gameObject.transform.position.x) - Mathf.Abs(player.transform.position.x)) <= (Mathf.Abs(gameObject.transform.position.y) - Mathf.Abs(player.transform.position.y)))
 {
 if (gameObject.transform.position.y > player.transform.position.y)
 direction = 0;
 else if (gameObject.transform.position.y <= player.transform.position.y)
 direction = 1;
 }
 
 if (gameObject.transform.position.x == player.transform.position.x)
 {
 if (gameObject.transform.position.y > player.transform.position.y)
 direction = 0;
 else if (gameObject.transform.position.y < player.transform.position.y)
 direction = 1;
 }
 
 if (gameObject.transform.position.y == player.transform.position.y)
 {
 if (gameObject.transform.position.x > player.transform.position.x)
 direction = 3;
 else if (gameObject.transform.position.x <= player.transform.position.x)
 direction = 2;
 }
 
 anim.SetInteger("Direction", direction); 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Patel-Sagar · Apr 10, 2014 at 07:11 AM

use transform.lookat

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Specific rotation 1 Answer

top down 3d camera rotation question 2 Answers

How can I rotate an object towards the mouse in only one axis? 1 Answer

Locking move direction and rotation in JavaScript 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges