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;
}
}
}
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
}