Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Dec 04, 2016 at 06:11 PM by kunald.
avatar image
0
Question by kunald · Dec 04, 2016 at 08:28 AM · aiunity5spritesvehicleai problems

Unity2D Check which direction the enemy AI is heading?

Hey I need assistance figuring out which way my AI is going so I can rotate the vehicle if needed.

I tired to us xDir and yDir. The xDir script works great but the yDir script is funky and making the vehicle rotate when going in the x direction.

Here is my code:

 using UnityEngine;
 using System.Collections;
 
 public class AICarScript : MonoBehaviour {
 public Transform[] waypoints;
 int cur = 0;
 
 public float speed = 0.3f;
 
     // Use this for initialization
     void Start () {
     
     }
     void CheckDirection()
     {
     //Declare x and y movement variables. Ranges from -1 to 1
     int xDir = 0;
     int yDir = 0;
     yDir = waypoints[cur].position.y > transform.position.y ? 1 : -1;
     xDir = waypoints[cur].position.x > transform.position.x ? 1 : -1;
 
         //Check if the car is going left or right
             if (xDir == 1)
             {
             GetComponent<SpriteRenderer>().flipX = true;
             //GetComponent<Rigidbody2D>().rotation = 0;
 
 
             }
             else if (xDir == -1)
             {
             GetComponent<SpriteRenderer>().flipX = false;
             //GetComponent<Rigidbody2D>().rotation = 0;
 
             }
 
         //Check if the car is going up and down
         if (yDir == 1)
         {
         GetComponent<Rigidbody2D>().rotation = 90;
         }
         else if (yDir == -1)
         {
         GetComponent<Rigidbody2D>().rotation = -90;
         }
         else if (yDir == 0)
         {
         GetComponent<Rigidbody2D>().rotation = 0;
         }
 
 
     }
     // Update is called once per frame
     void Update () {
 
     //Waypoint not reached yet? Move towards it
     if (transform.position != waypoints[cur].position)
     {
     Vector2 p = Vector2.MoveTowards(transform.position, waypoints[cur].position, speed);
     GetComponent<Rigidbody2D>().MovePosition(p);
     CheckDirection();
 
     }
     ///Waypoint reached
     else cur = (cur + 1) % waypoints.Length;
 
     }
     bool valid(Vector2 dir)
     {
     Vector2 pos = transform.position;
     RaycastHit2D hit = Physics2D.Linecast(pos + dir, pos);
     return (hit.collider == GetComponent<Collider2D>());
     }
 
 
 
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

  • Sort: 
avatar image
0

Answer by fafase · Dec 04, 2016 at 09:33 AM

Since you are using the rigidbody you can look at

     rigidbody.velocity;
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Find turning radius with torque 0 Answers

vehicle mesh gets trapped inside terrain mesh when collided 0 Answers

Enemies Follow Player2 0 Answers

Making an AI Flee 2 Answers

unity 2d: scaling sprites problem. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges