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 2dfruity · May 02, 2014 at 08:53 AM · sprite-animation

Flipping an enemy sprite and stop

the enemy sprite wont flip when it changes direction in a 2D environment, i tried using this first code. the monodelvelopment editor says it doesn't know what flip is. i got the code from a character controller, but my question is am i useing it totally wrong? O_o

     void FixedUpdate (){
 float move = Input.GetAxis ("Horizontal");
             rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
         if (move > 0 && ! facingRight)
                             Flip ();
                     else if (move < 0 && facingRight)
                             Flip ();
     void Flip()
         {
             facingRight = !facingRight;
             Vector3 theScale = transform.localScale;
             theScale.x *= -1;
             transform.localScale = theScale;
             }



also I need the enemy ai to make the enemy stop when it gets to the player, or at a distance of something like 2. i have the "agro" side done. any tips on where to go? its a 2D platformer.

 using UnityEngine;
 using System.Collections;
 
 public class EnemyAI : MonoBehaviour {
     public Transform target;
     public int moveSpeed;
     public int maxDistance;
     public int rotationSpeed;
     public Transform myTransform;
     bool facingRight = true;
 
     void Awake() {
         myTransform = transform;
     }  
     
     // Use this for initialization
     void Start () {
 
         GameObject go = GameObject.FindGameObjectWithTag("Player");
         
         target = go.transform;
         
         maxDistance = 15;
     }   
     
     void update (){
                 
                 
             }
         
 
         void FixedUpdate () {
             if (Vector3.Distance (target.position, myTransform.position) < maxDistance) {
                         if (target.position.x < myTransform.position.x)
                                 myTransform.position -= myTransform.right * moveSpeed * Time.deltaTime; // player is left of enemy, move left
             else if (target.position.x > myTransform.position.x)
                                 myTransform.position += myTransform.right * moveSpeed * Time.deltaTime; // player is right of enemy, move right
 
         }
         Debug.DrawLine(target.position, myTransform.position, Color.yellow);
     
 
 
 
 
     
     }
 
 }
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
0

Answer by darthtelle · May 02, 2014 at 10:53 AM

Is your first block of code copied directly out of your editor? Are you missing a bracket closing FixedUpdate()? Because to me it looks like you've placed Flip() inside FixedUpdate(), but maybe I'm missing some of the code.

For your second issue, you should have another check inside your first distance check. Same thing, but if the distance is greater than whatever you want the offset to be, don't update the position. Pseudo code example.

 float distance = Vector.Distance();
 if((distance < maxDistance) && (distance > minDistance))
 {
     // Update movement        
 }
Comment
Add comment · Show 1 · 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
avatar image 2dfruity · May 04, 2014 at 05:39 AM 0
Share

the first block was copied out of the editor, i was trying to show everything that was associated with those functions. i missed a few things >.> im trying my best to figure out how to make the sprite look the direction it is moving. tried the answers portion of this website but nothing they have works correctly.

second code:

do i need a separate parent If() function in FixedUpdate() ? or does it need to be part of the move function? I did this (the code below) and it gave me problems. (I defined $$anonymous$$Distance as 2; and made it a public int)

 void FixedUpdate () {
     
 
         if (Vector3.Distance ((target.position, myTransform.position) < maxDistance) && (target.position, myTransform.position) > $$anonymous$$Distance)) 
         {
                         if (target.position.x < myTransform.position.x)
                         {
                                 myTransform.position -= myTransform.right * moveSpeed * Time.deltaTime; // player is left of enemy, move left
 
                         }
                         else if (target.position.x > myTransform.position.x) 
                         {
                                 myTransform.position += myTransform.right * moveSpeed * Time.deltaTime; // player is right of enemy, move right
                         }
         }
 
         Debug.DrawLine(target.position, myTransform.position, Color.yellow);
                             }

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

21 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

Related Questions

Split Screen Camera - disable rendering? 1 Answer

How to extend a sprite 0 Answers

Steps to create 2D Animation from SpriteSheet 1 Answer

Legacy animations and 2D sprites Help! 0 Answers

Help! Weird Jerky Animation! 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