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Question by Highfuse1 · Nov 22, 2021 at 04:49 PM · scripting problemscripting beginnerenemy ai

My enemy isn't moving or responding to any of my script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyAI : MonoBehaviour
 {
 
     public float gravity;
     public Vector2 velocity;
     public bool isWalkingLeft = true;
 
     public LayerMask floorMask;
 
     private bool grounded = false;
 
     private enum EnemyState
     {
         walking,
         falling,
         dead
     }
 
     private EnemyState state = EnemyState.falling;
 
     // Use this for initialization
     void Start()
     {
 
         enabled = false;
 
         Fall();
     }
 
     // Update is called once per frame
     void Update()
     {
         UpdateEnemyPosition();
     }
 
     void UpdateEnemyPosition()
     {
         if (state != EnemyState.dead)
         {
             Vector3 pos = transform.localPosition;
             Vector3 scale = transform.localScale;
 
             if (state == EnemyState.falling)
             {
                 pos.y += velocity.y * Time.deltaTime;
 
                 velocity.y -= gravity * Time.deltaTime;
             }
             if (state == EnemyState.walking)
             {
                 if (isWalkingLeft)
                 {
                     pos.x -= velocity.x * Time.deltaTime;
 
                     scale.x = -1;
                 }
                 else
                 {
                     pos.x += velocity.x * Time.deltaTime;
 
                     scale.x = 1;
                 }
             }
 
             if (velocity.y <= 0)
                 pos = CheckGround(pos);
 
             transform.localPosition = pos;
             transform.localScale = scale;
         }
     }
 
     Vector3 CheckGround(Vector3 pos)
     {
         Vector2 originLeft = new Vector2(pos.x - 0.5f + 0.2f, pos.y - .5f);
         Vector2 originMiddle = new Vector2(pos.x, pos.y - .5f);
         Vector2 originRight = new Vector2(pos.x + 0.5f - 0.2f, pos.y - .5f);
 
         RaycastHit2D groundLeft = Physics2D.Raycast(originLeft, Vector2.down, velocity.y * Time.deltaTime, floorMask);
         RaycastHit2D groundMiddle = Physics2D.Raycast(originMiddle, Vector2.down, velocity.y * Time.deltaTime, floorMask);
         RaycastHit2D groundRight = Physics2D.Raycast(originRight, Vector2.down, velocity.y * Time.deltaTime, floorMask);
 
         if (groundLeft.collider != null || groundMiddle.collider != null || groundRight.collider != null)
         {
             RaycastHit2D hitRay = groundLeft;
 
             if (groundLeft)
             {
                 hitRay = groundLeft;
             }
             else if (groundMiddle)
             {
                 hitRay = groundMiddle;
             }
             else if (groundRight)
             {
                 hitRay = groundRight;
             }
 
             pos.y = hitRay.collider.bounds.center.y + hitRay.collider.bounds.size.y / 2 + .5f;
 
             grounded = true;
 
             velocity.y = 0;
 
             state = EnemyState.walking;
         }
         else
         {
 
             if (state != EnemyState.walking)
             {
                 Fall();
             }
         }
 
         return pos;
     }
 
     private void OnBecameVisible()
     {
         enabled = true;
     }
 
     private void OnBecameInvisible()
     {
         enabled = false;
     }
 
 
     void Fall()
     {
         velocity.y = 0;
 
         state = EnemyState.falling;
 
         grounded = false;
     }
 }

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