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Help with making Enemy follow player and rotate while grounded 2D
Hey! So I just started playing around with unity a few weeks ago and am working on making a 2d hack and slash game. My issue seems to be with my Enemy AI. I'm trying to ground the enemy and have him follow the player's transform around on the x axis, and to ignore the y axis. So far I've come up with this script which grounds the enemy nicely and allows him to move left (natural facing direction) towards the player, but if the player is in the enemies linecast on the right side, after the enemy rotates towards the player, rather than chasing the player, he runs away from the player. I'm trying to avoid using rigidbodies because I really am not a fan of the way they make the game feel. Any suggestions would be much appreciated. Thanks! using UnityEngine; using System.Collections;
public class EnemyPhysics : MonoBehaviour { private float skin = .9f; public float moveSpeed = 60; public float gravity = 20; public float smoothTime = 0.3F; public bool spottedLeft = false; public bool spottedRight = false; public bool FacingLeft = true; public Transform target; public Transform transform; public Transform SightStart; public Transform SightStart2; public Transform SightEnd; public Transform SightEnd2; private Vector3 Direction;
// Use this for initialization
void Start () {
}
void FixedUpdate () {
RaycastHit hit;
if (Physics.Raycast (transform.position, -Vector3.up, out hit))
Debug.DrawLine (transform.position, hit.point);
if (hit.distance > skin) {
transform.Translate (-Vector3.up * Time.deltaTime * gravity);
}
}
void Update(){
Raycasting ();
Behaviors ();
}
void Raycasting(){
Debug.DrawLine (SightStart.position, SightEnd.position, Color.green);
Debug.DrawLine (SightStart2.position, SightEnd2.position, Color.green);
spottedLeft = Physics.Linecast (SightStart.position, SightEnd.position);
spottedRight = Physics.Linecast (SightStart2.position, SightEnd2.position);
}
void Behaviors() { Vector3 Direction =(target.position - transform.position); if (spottedLeft == true){ spottedRight = false; FacingLeft = true; transform.position = Vector3.MoveTowards (transform.position, Direction, moveSpeed * Time.deltaTime); gravity = 10; } else if(spottedRight == true) { spottedLeft = false; transform.eulerAngles = new Vector2(0,180); FacingLeft = false;
//You're now facing right, go right, towards the enemy.
Vector3 FacingRight = new Vector3(-target.transform.position.x,transform.position.y, transform.position.z);
transform.position = Vector3.MoveTowards(transform.position,FacingRight, moveSpeed*Time.deltaTime);
gravity = 10;
//FacingLeft = false;
}
}
}
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