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Question by Reliquiin · Mar 08, 2020 at 02:51 AM · move an objectmovetowardsstopping

Have an object move towards another object until it hits a certain spot.

I want the "villager" to move to a tree, or a rock once a certain button is pressed. How I have the code now, it works, he will move to the object, but only while the button is being pressed. - I have to hold T down for him to move.

I want it to be so when I press T (or a UI button in the future), the villager will move to the object and then stop once it hits the object location (or hits just outside of it.) - Does that make sense? lol

What do I need to add in for this to happen? - Thanks! :)

 [Header("Resource Objects")]
 public GameObject _tree;
 public GameObject _rock;


 // Start is called before the first frame update
 void Start()
 {
     
 }

 // Update is called once per frame
 void Update()
 {
     
     if (Input.GetKey(KeyCode.T))
     {
         CalculateMovement(_tree);
     }

     if (Input.GetKey(KeyCode.R))
     {
         CalculateMovement(_rock);
     }
     
 }

 
 void CalculateMovement(GameObject _object)
 {
     transform.position = Vector3.MoveTowards(transform.position, _object.transform.position, movementSpeed * Time.deltaTime);
 }

}

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Answer by streeetwalker · Mar 08, 2020 at 04:42 AM

Hi Reliquiin,
You need to rework your logic. there are many ways to, so here is one, in pseudo code:

 Create a boolean variable outside of any function, up with tree and rock
 private bool hasTarget = false;
 private Vector3 targetLoc;
 private float hitThreshold = 1; // how close to the target do you want to get?
 
    Then, replace the code in your if statements, for example:
 void Update() {      
     if( keycode you want to test ){
           hasTarget = true;
           targetLoc =  _tree.transform.position;
      }
 
 then call CallCalculateMovement in the Update loop, without any parameters (remove the param in the declaration

     if( hasTarget )  CalculateMovement();
 } /// end of update

 Rewrite movement
 void CalculateMovement() {
      if( (targetLoc - transform.positon).magnitude > hitThreshold ){
            transform.position = Vector3.MoveTowards(transform.position, targetLoc, movementSpeed * Time.deltaTime);
      }else hasTarget = false
 }

This will allow you to switch targets at any time. If you want to prevent that - to force the player to reach the target before trying to move to a new one, wrap all of if GetKey statements inside of one if( ! hasTarget )

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