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Question by fferme · Nov 09, 2020 at 03:15 AM · scripting problemtriggerunity 2d

Increase enemy speed when it sees the player

I want to increase the enemy speed when it sees a player. Kinda a frenzy mode. But I'm not having success on adding a force to it

 public class EnemyChomper : MonoBehaviour {

 [Header("Movimentação")]
 public float speed;
 public Transform groundCheck;
 public LayerMask groundLayer;
 public float groundRadius;

 [Header("Flip By Time")]
 public bool flipByTime;
 public float flipTime = 3;

 [Header("Attack")]
 public float attackRate;
 public float attackDistance;
 private Transform player;
 private float nextAttack;

 private Rigidbody2D rb;
 private Animator anim;
 public PolygonCollider2D colider; 
 private bool onGround;

 SpriteRenderer sprite;

 void Start() {
     rb = GetComponent<Rigidbody2D>();
     player = GameObject.FindGameObjectWithTag("Player").transform;
     anim = GetComponent<Animator>();
     colider = GetComponent<PolygonCollider2D>();
     sprite = GetComponent<SpriteRenderer>(); 

     if (flipByTime) {
         InvokeRepeating("Flip", flipTime, flipTime);
     }
     
 }
  
 void Update()
 {
     if (flipByTime) {
         return;
     }

     onGround = Physics2D.OverlapCircle(groundCheck.position, groundRadius, groundLayer);

     if (!onGround) {
         Flip();
     }

     CheckTarget();
     

 }

 void CheckTarget() {
     float distance = Vector2.Distance(transform.position, player.position);
     float dir = player.transform.position.x - transform.position.x;

     if (distance < attackDistance) {
         if ((speed < 0 && dir < 0) || (speed > 0 && dir > 0)) {
             if (Time.time > nextAttack) {
                 nextAttack = Time.time + attackRate;
                 anim.SetTrigger("Attack");
             }
         }
     }
 }

 public void OnTriggerEnter2D(Collider2D other) {
     if (other.transform.CompareTag("Player")) { 
         anim.SetBool("Frenzy", true);
         sprite.color = new Color(1, 0, 0, 1); 
     }
 }

 public void OnTriggerExit2D(Collider2D other) { 
     if (other.transform.CompareTag("Player")) {
         anim.SetBool("Frenzy", false);
         sprite.color = new Color(1, 1, 1, 1);
     }
 }


 private void FixedUpdate() {
     rb.velocity = Vector2.right * speed;
 }

 void Flip() {
     speed *= -1;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }

} I want to, when the enemy sees the player, it rushes to the player. When it stopped seeing the player, it stops. I'm using a polygon collider attached to the enemy so that the enemy can see in front and detected if the player is close or not

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