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Question by Ondrak500 · Sep 07, 2019 at 12:32 PM · rigidbody2dmovement scriptenemy airangeenemy damage

Enemy AI: Stop distance

Hello i was trying to make my enemy stop in front of player using if(Vector2.Distance(transform.position, player.position) > minDistance) . But that doesnt work as i intended. Enemy should start following the player in certain range that worked fine with if(Vector2.Distance(transform.position, player.position) <= range) .

Here is full code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Enemy : MonoBehaviour
 {
     public int Health;
     public Transform player;
     public float range;
     public float speed;
     public Animator anim;
     public Transform goblinRange;
     public float attackRangeGoblin;
     public LayerMask whatIsPlayer;
     public int damage;
     private float timeBtwAttack;
     public float startTimeBtwAttack;
     
 
     // Start is called before the first frame update
     private void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Vector2.Distance(transform.position, player.position) <= range)          
         {
             anim.SetBool("GWalking", true);
             transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
 
             
 
 
 
             Collider2D[] playerToDamage = Physics2D.OverlapCircleAll(goblinRange.position, attackRangeGoblin, whatIsPlayer);
             for (int i = 0; i < playerToDamage.Length; i++)
             {
                 playerToDamage[i].GetComponent<PlayerMovement>().TakeDamage(damage);
               
             }
 
         }
         else
         {
 
             Idle();
 
         }
 
 
     }
 
 
     private void FixedUpdate()
     {
         if (Health <= 0)
         {
             Destroy(gameObject);
         }
     }
 
 
  
     private void Idle()
     {
         anim.SetBool("GWalking", false);        
     }
 
     public void TakeDamage(int Damage)
     {
         Health -= Damage;
         Debug.Log("Damage Taken");
     }
 
     private void OnDrawGizmosSelected()
     {
         Gizmos.color = Color.red;
         Gizmos.DrawWireSphere(goblinRange.position, attackRangeGoblin);
     }
 
     private void Attack()
     {
         anim.SetTrigger("goblinAttack");        
     }
     
    
 
 
 
 }
 


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