Question by
Excision361 · Dec 19, 2018 at 01:19 AM ·
scripting problemfollow playermissile
How can I achieve a homing missile to hover over or near player?
So the idea was to have a homing missile follow the player (a car) from behind at all times. Meaning everytime that the player would turn or rotate into a new direction, the missile will always tailgate the player, but the script that I came up with doesn't really do that. Instead, the missile follows the player in a set position, and not really tailgating the player like I was hoping for. What am I doing wrong here?
public GameObject target; bool moveToEnemy; bool isPlayerAlive;
public float howManySecondsToWait;
public Vector3 hoverOffset;
// Use this for initialization
void Start () {
moveToEnemy = false;
isPlayerAlive = true;
if (isPlayerAlive)
{
//selectTarget();
StartCoroutine(GoToEnemy());
}
else
{
StartCoroutine(SelfDestruct());
}
}
//void selectTarget()
//{
// target
//}
// Update is called once per frame
void Update () {
if(moveToEnemy)
{
// Even if the enemy moves, attack will follow it
Vector3 adjustedTargetPo = new Vector3(target.transform.position.x, target.transform.position.y + 2, target.transform.position.z);
transform.position = Vector3.MoveTowards(transform.position, adjustedTargetPo, 20 * Time.deltaTime);
}
if(!moveToEnemy)
{
// Hover near or over player
Vector3 hoverPos = new Vector3(target.transform.localPosition.x, target.transform.localPosition.y, target.transform.localPosition.z) + hoverOffset;
transform.position = Vector3.MoveTowards(transform.position, hoverPos, 10 * Time.deltaTime);
}
//if(!moveToEnemy)
//{
// // Go
//}
}
IEnumerator GoToEnemy()
{
yield return new WaitForSeconds(howManySecondsToWait);
moveToEnemy = true;
}
IEnumerator SelfDestruct()
{
yield return new WaitForSeconds(1);
GameObject.Destroy(this.gameObject);
}
}
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