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Question by Tryptex · Oct 18, 2017 at 02:41 AM · rigidbody2dspeedcheckmonitorreading

How to read the movment speed of sprite and flip basied upon it

I am trying to get an enemy to follow the player when he get's to close, but I need him to flip between left and right but my only problem is I don't know how to monitor the speed of the enemy so I don't know when to tell it to flip, can someone please help me? here is my code: I do have a rigidbody2D attached to it so you can also use that.

public class FlyingEnemy : MonoBehaviour {

 private PlayerController player;

 public float moveSpeed;

 public float playerRange;

 public GameObject deathAffect;

 public int pointsOnDeath;

 public LayerMask playerLayer;

 private bool playerInRange;

 private Rigidbody2D RB;

 // Use this for initialization
 void Start ()
 {
     player = FindObjectOfType<PlayerController>();

     RB = FindObjectOfType<Rigidbody2D>();
 }
 
 // Update is called once per frame
 void Update ()
 {
     playerInRange = Physics2D.OverlapCircle(transform.position, playerRange, playerLayer);

     if (playerInRange)
     {
         transform.position = Vector3.MoveTowards(transform.position, player.transform.position, moveSpeed * Time.deltaTime);
     }

     if (RB.velocity.magnitude < 0)
     {
         transform.localScale = new Vector3(1f, 1f, 1f);
         Debug.Log("moving left");
     }

     if(RB.velocity.magnitude > 0)
     {
         transform.localScale = new Vector3(-1f, 1f, 1f);
         Debug.Log("moving right");
     }

}

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Answer by CptKen · Oct 18, 2017 at 04:20 AM

RB.velocity.magnitude will always return a positive number so you cannot use that to check the direction of travel instead just check the x component of the velocity.

 if(RB.velocity.x > Mathf.Epsilon)
 {
     //Moving Right
 }
 else if(RB.velocity.x < -Mathf.Epsilon)
 {
     //Moving Left
 }
 else
 {
     //Not moving left or right
 }
 

Since you are comparing floats I suggest using Mathf.Epsilon instead of 0 because it's unlikely for a float to ever == 0 exactly due to floating point errors.

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avatar image Tryptex · Oct 18, 2017 at 04:53 AM 0
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@Cpt$$anonymous$$en O$$anonymous$$, but one weird thing about it is that it take the enemy a good 3 seconds before he flips, Is my computer slow? is there a problem with the way I'm flipping the enemy, or is there another problem? (By the way I am now using transform.localRotation = Quaternion.Euler(0, 180, 0); to flip the enemy)

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