Search code examples
unity-game-enginevelocity2d-games

Unity 3D 2D Enemy Patrol


This code is for enemy AI in unity 2D game. Right now the enemy is standing still but if i change both IF,s < or > then enemy is moving right or left direction and nothing more.

I am trying to make enemy AI patrol system. Got everything else done (enemy triggering system and enemy chasing player), but only this patrol part is not working.

I got one working patrol code in javascript but i need it in C# so everything would be inside one c# script file.

using UnityEngine;
using System.Collections;

public class VastaneAI : MonoBehaviour {

    protected Vector3 velocity;
    public Transform _transform;
    public float distance = 1f;
    public float speed = 1f;
    Vector3 _originalPosition;

    public void Start () {
        _originalPosition = gameObject.transform.position;
        _transform = GetComponent<Transform>();
        velocity = new Vector3(speed,0,0);
        _transform.Translate ( velocity.x*Time.deltaTime,0,0);
    }

    public void Update(){
        if (transform.position.x < _originalPosition.x-distance) {
            Debug.Log(_originalPosition.x-distance+"Left side");
            _transform.Translate ( (1*velocity.x)*Time.deltaTime,0,0);
        }   
        if (transform.position.x > _originalPosition.x+distance) {
            Debug.Log(_originalPosition.x+distance+"right side");
            _transform.Translate ( -velocity.x*Time.deltaTime,0,0);
            //velocity = velocity*-1;
        }   
    }
}

Solution

  • The problem is that your code starts off with the position.x being neither less than or equal to the distance. If we use a state pattern we can clean this up a bit.

    bool isGoingLeft = false;
    
    void Update()
    {    
        float distFromStart = transform.position.x - _originalPosition.x;   
    
        if (isGoingLeft)
        { 
            // If gone too far, switch direction
            if (distFromStart < -distance)
                SwitchDirection();
    
            _transform.Translate (velocity.x * Time.deltaTime, 0, 0);
        }
        else
        {
            // If gone too far, switch direction
            if (distFromStart > distance)
                SwitchDirection();
    
            _transform.Translate (-velocity.x * Time.deltaTime, 0, 0);
        }
    }
    
    void SwitchDirection()
    {
         isGoingLeft = !isGoingLeft;
         //TODO: Change facing direction, animation, etc
    }