UNITY C#..my enemys are piling up with vector2.move towards - c#

hi there thanks for taking the time to look at my question
im currenty making a 2D side scroller/platformer and im currently facing a issue where my enemies are piling up on top of each other. through googling i see alot of Astar pathfinding solving this however i hesitant to jump into ai right now as i glanced over its internal scripts and they are outside my current knowledge and im still attempting to get a understanding of just using scripting to achieve what i want.
i currently have my enemies correctly chasing my player with a vector2.movetowards however eventually they all pile on each other.
through google i have found this is a typical outcome of movetowards and i found this solution
https://answers.unity.com/questions/1608266/stop-enemies-from-grouping-up.html
and i implemented its code
void avoidOthers()
{
var hits = Physics2D.OverlapCircleAll(enemy.transform.position, avoidenceRadius);//create a circle around each enemy and check to see if they are not colliding
foreach (var hit in hits)
{
if(hit.GetComponent<DartFish>() != null && hit.transform != transform)//check to see if it is a enemy
{
Debug.Log("enemy transform" + enemy.transform.position);
Debug.Log("hit transform" + hit.transform.position);
Vector2 difference = enemy.transform.position - hit.transform.position;//check how close we are to another enemy
difference = difference.normalized / Mathf.Abs(difference.magnitude);//calculate how long the vector is
sum += difference;//add together differences so we can calculate a average of the group
count++;
}
}
if(count > 0)// if we found enemys interfearing with each other
{
sum /= count;//average of the movement
sum = sum.normalized * avoidenceSpeed;//calculate movement speed
Debug.Log("sum = " + sum);
enemy.transform.position = Vector2.MoveTowards(enemy.transform.position, enemy.transform.position + (Vector3)sum, avoidenceSpeed * Time.deltaTime);
}
}
however i needed to add "enemy" to each transform.position or they would instantly snap from my spawn location to the player.
after adding enemy they stopped snapping over a large distance except now they started piling again
all of my debug logs look like they are printing out the correct values
i was also reading through transform.translate as looking at my "sum" values this should be how much they are moving away from each other
so i changed the line
enemy.transform.position = Vector2.MoveTowards(enemy.transform.position, enemy.transform.position + (Vector3)sum, avoidenceSpeed * Time.deltaTime);
to
transform.Translate((Vector3)sum * avoidenceSpeed * Time.deltaTime, Space.World);
now it seems to only effect one fish and the others clump together still
from my understanding physics.overlapcircle all should be functioning as a list?
heres my entire code albeit long(still relatively new to coding)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DartFish : MonoBehaviour
{
public Transform target;
public float movementSpeed;
private float initialMovementSpeed;
public float dashSpeed;
private float spawnSpeed = 1.5f;
public float chaseRadius;
private float initialChaseRadius;
public float dashRadius;
private Vector2 targetDirection;
private float directionX;
private float previousDirectionX;
private float directionY;
private float spriteAngle;
private float previousAngle;
private float currentSpriteAngle;
private float difference;
private SpriteRenderer mySpriteRenderer;
private Rigidbody2D myRigidbody;
private bool directionIsAboutToChange;
private bool directionHasChanged;
private Vector3 angleCompensation;
// avoid others variables
public float avoidenceSpeed;
public float avoidenceRadius;
public Transform enemy;
private Vector2 sum = Vector2.zero;
private float count;
// Start is called before the first frame update
void Start()
{
enemy = GameObject.FindWithTag("dartfish").transform;
target = GameObject.FindWithTag("Player").transform;
mySpriteRenderer = GetComponent<SpriteRenderer>();
myRigidbody = GetComponent<Rigidbody2D>();
initialMovementSpeed = movementSpeed;
initialChaseRadius = chaseRadius;
}
// Update is called once per frame
void Update()
{
targetDirection = target.position - transform.position;// where is the player?
directionX = targetDirection.x;//extract only x for "check direction"
directionY = targetDirection.y;
if(directionX < -initialChaseRadius + .5f)// is the player further then the chase radius?
{
myRigidbody.velocity = new Vector2(-1.5f, 0);
}
else
{
myRigidbody.velocity = Vector2.zero;
}
if(directionX > 0)//calculate tangent angle to the player in radians and then convert it to degrees
{
spriteAngle = Mathf.Atan2(targetDirection.y, targetDirection.x) * Mathf.Rad2Deg;
}
else if(directionX < 0)//if player is to the left flip opp/adj and add 100° to zero angle
{
spriteAngle = Mathf.Atan2(targetDirection.x, targetDirection.y) * Mathf.Rad2Deg +100f;
}
currentSpriteAngle = spriteAngle;
difference = spriteAngle - previousAngle;
difference = Mathf.Abs(difference);
if(directionX < 1 && directionX > -1)//are we about to change directions?
{
//Debug.Log("direction is about to change");
directionIsAboutToChange = true;
}
if(directionIsAboutToChange == true)//did we pass through trigger zone?
{
if(directionX > 1 || directionX < -1)
//Debug.Log("direction has changed");
directionHasChanged = true;
}
lookAtMe();
chaseMe();
avoidOthers();
/*
//debug logs with spam control
if(previousAngle != spriteAngle)
{
Debug.Log("angle = " + spriteAngle);
}
if(difference != 0)
{
Debug.Log("difference = " + difference);
}
if(previousDirectionX != directionX)
{
Debug.Log("directionX = " + directionX);
}
if(previousAngle != currentSpriteAngle)
{
Debug.Log("previous angle = " + previousAngle);
}
*/
previousAngle = currentSpriteAngle;
previousDirectionX = directionX;
}
void lookAtMe()
{
if(directionHasChanged == true)//angle compensation for sprite flip
{
if(directionY > 0)//is the player above or below us
{
angleCompensation = transform.localEulerAngles;//get current rotation
//flip it
if(directionX > 0)
{
transform.localEulerAngles = -angleCompensation;
}
if(directionX < 0)
{
transform.localEulerAngles = angleCompensation;
}
}
if(directionY < 0)
{
if(directionX > 0)
{
transform.localEulerAngles = angleCompensation;
}
if(directionX < 0)
{
transform.localEulerAngles = -angleCompensation;
}
}
directionHasChanged = false;
directionIsAboutToChange = false;
}
if(directionX < -1)
{
mySpriteRenderer.flipX = true;
//Debug.Log("entered void lookAtMe.directionX <");
if(spriteAngle > previousAngle && spriteAngle < 50f )
{
transform.Rotate(0f, 0f, -difference);
}
else if(spriteAngle < previousAngle && spriteAngle > -50f)
{
transform.Rotate(0f, 0f, difference);
}
}
else if(directionX > 1)
{
mySpriteRenderer.flipX = false;
//Debug.Log("entered void lookAtMe.directionX >");
if(spriteAngle > previousAngle && spriteAngle < 50f)
{
transform.Rotate(0f, 0f, difference);
}
else if(spriteAngle < previousAngle && spriteAngle > -50f)
{
transform.Rotate(0f, 0f, -difference);
}
}
}
void avoidOthers()
{
var hits = Physics2D.OverlapCircleAll(enemy.transform.position, avoidenceRadius);//create a circle around each enemy and check to see if they are not colliding
foreach (var hit in hits)
{
if(hit.GetComponent<DartFish>() != null && hit.transform != transform)//check to see if it is a enemy
{
Debug.Log("enemy transform" + enemy.transform.position);
Debug.Log("hit transform" + hit.transform.position);
Vector2 difference = enemy.transform.position - hit.transform.position;//check how close we are to another enemy
difference = difference.normalized / Mathf.Abs(difference.magnitude);//calculate how long the vector is
sum += difference;//add together differences so we can calculate a average of the group
count++;
}
}
if(count > 0)// if we found enemys interfearing with each other
{
sum /= count;//average of the movement
sum = sum.normalized * avoidenceSpeed;//calculate movement speed
Debug.Log("sum = " + sum);
transform.Translate((Vector3)sum * avoidenceSpeed * Time.deltaTime, Space.World);
}
}
void chaseMe()
{
if(Vector3.Distance(target.position, transform.position) <= chaseRadius && Vector3.Distance(target.position, transform.position) > dashRadius)
{
transform.position = Vector3.MoveTowards(transform.position, target.position, movementSpeed * Time.deltaTime);
}
else if(Vector3.Distance(target.position, transform.position) <= dashRadius)
{
transform.position = Vector3.MoveTowards(transform.position, target.position, dashSpeed * Time.deltaTime);
}
}
}
please help me stop my enemys from clumping up without the use of AI
thanks again for any assistance and your time its much appreciated

Related

I'm trying to make a movement script where the character moves from side to side and it just stays to one side of the screen... (Unity 2D)

Here is my code, if it helps anyone...
I don't really know what's wrong with it but when I searched online for an answer nothing helpful came up. It was all player controlled scripts and not anything I could use. Any help would be greatly appreciated, Thanks.
'''
[HideInInspector] public bool moving;
[HideInInspector] public int direction;
public float restTime;
public float speed = 0.1f;
private float maxX = 2f;
private float minX = -2f;
private float currentX;
void Start()
{
SpriteAnimator animator = gameObject.GetComponent<SpriteAnimator>();
currentX = gameObject.transform.position.x;
string message = "Moving: " + moving + ", Dirrection: " + direction + ", Current X: " + currentX;
Debug.Log(message);
}
void Update()
{
if (restTime > 0f)
{
restTime -= Time.deltaTime;
}
else
{
if (direction == 0 && currentX < minX)
{
moving = true;
while (currentX >= minX)
{
currentX = gameObject.transform.position.x;
gameObject.transform.position -= new Vector3(speed * Time.deltaTime, 0f, 0f);
}
moving = false;
restTime = 5f;
}
else
{
moving = true;
while (currentX <= maxX)
{
currentX = gameObject.transform.position.x;
gameObject.transform.position += new Vector3(speed * Time.deltaTime, 0f, 0f);
}
moving = false;
restTime = 5f;
}
}
}
'''
At first glance I see that if (direction == 0 && currentX < minX) should instead be if (direction == 0 && currentX > minX). Another problem that I see is that each frame would see the object be on one side or the other with no frames at positions between the two locations. If this is intended to always run with the object nearly constantly moving back and forth across the screen I would suggest trying this.
IEnumerator MoveObject() {
while(true) {
if(direction == 0) {
while(currentX >= minX) {
gameObject.transform.position -= new Vector3(speed * Time.deltaTime, 0f, 0f);
currentX = gameObject.transform.position.x;
yield return null; // waits for the next frame before continuing
}
direction == 1;
} else {
while(currentX <= maxX) {
gameObject.transform.position += new Vector3(speed * Time.deltaTime, 0f, 0f);
currentX = gameObject.transform.position.x;
yield return null; // waits for the next frame before continuing
}
direction == 0;
}
yield return new WaitForSecondsRealtime(5f); // how long to wait before continuing
// If you want to allow for the "pausing" of the coroutine by modifying the passage of in-game time, you would call
// yield return new WaitForSeconds(5f);
}
}
And you can call it from the Start Method as follows
private void Start() {
// Other Code Here //
_= StartCoroutine(MoveObject());
}

How to make sliding mechanic gain speed when on a slope

I am a new unity developer that is trying to make a 3d game. So far I have managed to develop a pretty cool first-person character controller. It uses a character controller and it has sliding and jumping mechanics.
And the question is:
How can I make my player lose sliding speed when sliding up a slope and gain sliding speed when sliding down a slope?
Here is my code so far and please keep in mind that my code is messy and that I am a still beginner. If you need any further information please don't hesitate to ask. Thanks for your time! Also, any suggestions are more than welcome!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovementScript : MonoBehaviour
{
//Character controller refrence
private CharacterController controller;
//Camera refrence
[SerializeField] Camera fpsCam;
//IsGrounded variables
private float groundDistance = 1.5f;
public bool isGrounded;
//SomethingAbove variables
private float cellingDistance = 1.5f;
public bool somethingAbove;
//Variables
//Speed that is modified
private float speed = 12f;
//Default speed
private float baseSpeed = 12f;
//Slide speed that is modified
private float slideSpeed = 15f;
//Default slide speed
private float slideSpeedStorage = 15f;
//Crouch speed
private float crouchSpeed = 3f;
//Jump height
private float jumpHeight = 2f;
private bool isJumping = false;
//Gravity
private float gravity = -14.715f;
//Air resistance
private float xAirResistance = 0.5f;
private float zAirResistance = 0.35f;
//Air multipiler
private float airMultiplierJump = 1.1f;
//Fov
private float fovWhenSliding = 100f;
private float defaultFov;
//Crouch variables
float originalHeight;
float reducedHeight = 0.5f;
//Player input
float x;
float z;
bool jump;
bool control;
//Directions
Vector3 velocity;
private Vector3 move = new Vector3();
private Vector3 slideDirection = new Vector3();
private Vector3 jumpDirection = new Vector3();
private void Awake()
{
controller = GetComponent<CharacterController>();
}
private void Start()
{
//Getting the original height
originalHeight = controller.height;
//Getting the default fov
defaultFov = fpsCam.fieldOfView;
}
private void Update()
{
MyInput();
Calculations();
PlayerMovement();
}
private void MyInput()
{
//Getting WASD input
x = Input.GetAxis("Horizontal");
z = Input.GetAxis("Vertical");
//Space bar input
jump = Input.GetButtonDown("Jump");
//Left control input
control = Input.GetKey(KeyCode.LeftControl);
}
private void Calculations()
{
//Checking if player is grounded
Debug.DrawRay(transform.position, Vector3.down * groundDistance, Color.red);
isGrounded = Physics.Raycast(transform.position, Vector3.down, groundDistance);
//Checking if player can get up
Debug.DrawRay(transform.position, Vector3.up * cellingDistance, Color.black);
somethingAbove = Physics.Raycast(transform.position, Vector3.up, cellingDistance);
/*//Getting the player has enough speed and getting jump direction
if (isGrounded && jump && z > 0)
{
//If pressing W the jump direction is forward
jumpDirection = transform.forward;
}*/
//Movement in air
if (isGrounded)
{
//On ground movement
move = transform.right * x + transform.forward * z;
}
else
{
//If pressing W
if (z > 0)
{
//Jump direction multiplied by airMultiplierJump
move = transform.forward * z * airMultiplierJump + transform.right * x * xAirResistance;
}
else
{
//Jump direction = Vector3.zero;
move = transform.forward * z * zAirResistance + transform.right * x * xAirResistance;
}
}
//Checking if the player has enough speed for sliding and getting direction
if (Input.GetKeyDown(KeyCode.LeftControl) && isGrounded)
{
if (z == 1 || x == 1 || x == -1)
{
//If pressing W || A || D slide direction is the direction u are moving towards
slideDirection = transform.forward * z + transform.right * x;
}
else
{
//If pressing S the slide direction is zero
slideDirection = Vector3.zero;
}
}
//Adding extra force so the player stays on ground
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
//Calculating gravity
velocity.y += gravity * Time.deltaTime;
//Normalizing the move vector so the diagonal and normal movement are the same speed
if (move.sqrMagnitude > 1)
{
move.Normalize();
}
//Extra force on slope downwards so the player stays on it
if((x != 0 || z != 0) && OnSlope())
{
controller.Move(Vector3.down * controller.height / 2 * 2f);
}
}
private void PlayerMovement()
{
Jump();
Slide();
//Moving the player with WASD
controller.Move(move * speed * Time.deltaTime);
//Applying gravity
controller.Move(velocity * Time.deltaTime);
}
private void Slide()
{
//Checking for left control input and if the player is grounded
if(control && isGrounded && !OnSlope())
{
StartSlide();
}
//Checking if the player can uncrouch
else if(!somethingAbove && isGrounded)
{
StopSlide();
}
else if (!control)
{
controller.height = originalHeight;
speed = baseSpeed;
}
else if(control && !isGrounded)
{
controller.height = originalHeight;
speed = baseSpeed;
}
else
{
controller.height = reducedHeight;
speed = crouchSpeed;
}
}
//Starting to slide
private void StartSlide()
{
if (z != 1 || x != -1 || x != 1)
{
speed = crouchSpeed;
}
else
{
speed = 0f;
}
controller.height = reducedHeight;
controller.Move(slideDirection * Time.deltaTime * slideSpeed);
slideSpeed -= 10f * Time.deltaTime;
if (slideSpeed <= 0)
{
slideSpeed = 0f;
speed = crouchSpeed;
}
}
//Stopping the slide
private void StopSlide()
{
controller.height = originalHeight;
speed = baseSpeed;
//Slide speed recovery
slideSpeed = Mathf.Lerp(slideSpeed, slideSpeedStorage, Time.deltaTime * 2);
}
//Jumping mechanic
private void Jump()
{
if (jump && isGrounded)
{
isJumping = true;
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
}
private bool OnSlope()
{
if (isJumping)
{
return false;
}
RaycastHit hit;
if(Physics.Raycast(transform.position, Vector3.down, out hit, controller.height / 2 * 5f))
if(hit.normal != Vector3.up)
{
return true;
}
return false;
}
//Stopping the slide if hitting object
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if(hit.transform.tag == "SlideStop")
{
slideSpeed = 0f;
speed = crouchSpeed;
}
}
}```
private bool OnSlope()
{
if (isJumping)
{
return false;
}
RaycastHit hit;
if(Physics.Raycast(transform.position, Vector3.down, out hit, controller.height / 2 * 5f))
if(hit.normal != Vector3.up)
{
return true;
}
return false;
}
One issue is comparing Vector3s which is bad practice, since they are arrays of floats. Even if the plane is completely planar, it might still return true due to what's known as 'floating point errors'. A better practice is to use:
Vector3.distance(hit.normal, Vector3.up) > .1f // or some other small value;

Moving the player on the y-axis

I am working on a Pong-Clone for Android right now and have watched a tutorial about it. It works perfectly with the keyboard, but how do I get a similar control on the mobile phone. My current code looks like this:
private void Start()
{
ball = GameObject.FindGameObjectWithTag("Ball").GetComponent<Ball>();
col = GetComponent<BoxCollider2D>();
if (side == Side.Left)
forwardDirection = Vector2.right;
else if (side == Side.Right)
forwardDirection = Vector2.left;
}
private void Update()
{
if (!overridePosition)
MovePaddle();
}
private void MovePaddle()
{
float targetYPosition = GetNewYPosition();
ClampPosition(ref targetYPosition);
transform.position = new Vector3(transform.position.x, targetYPosition, transform.position.z);
}
private void ClampPosition(ref float yPosition)
{
float minY = Camera.main.ScreenToWorldPoint(new Vector3(0, 0)).y;
float maxY = Camera.main.ScreenToWorldPoint(new Vector3(0, Screen.height)).y;
yPosition = Mathf.Clamp(yPosition, minY, maxY);
}
private float GetNewYPosition()
{
float result = transform.position.y;
if (isAI)
{
if (BallIncoming())
{
if (firstIncoming)
{
firstIncoming = false;
randomYOffset = GetRandomOffset();
}
result = Mathf.MoveTowards(transform.position.y, ball.transform.position.y + randomYOffset, moveSpeed * Time.deltaTime);
}
else
{
firstIncoming = true;
}
}
else
{
float movement = Input.GetAxisRaw("Vertical " + side.ToString()) * moveSpeed * Time.deltaTime;
result = transform.position.y + movement;
}
return result;
}
I want the player to move on the y Axis, but I have no idea how I can do it with touch controls (I am new to games). I would really appreciate any help, so I can continue programming :)
I'm going to assume what you want isove the padel by touch and drag up or down.
I would keep your code for debugging and add a switch to only use touch if touch is supported and your code otherwise.
// Adjust via the Inspector how much the user has to drag in order to move the padel
[SerializeField] private float touchDragSensitivity = 1;
private float lastTouchPosY;
// Make sure to store the camera
// Using Camera.main is quite expensive!
[SerializeField] private Camera _mainCamera;
private void Awake()
{
if(!_mainCamera) _mainCamera = GetComponent<Camera>();
...
}
private float GetNewPosition()
{
...
else
{
var movement = 0f;
if(!Input.touchSupported)
{
// For non-touch device keep your current code
movement = Input.GetAxisRaw("Vertical " + side.ToString()) * moveSpeed * Time.deltaTime;
}
else
{
if(Input.touchCount > 0)
{
var touch = Input.GetTouch(0);
var touchPositionY = _mainCamera.ScreenToWorldPoint(touch.position).y;
if(touch.phase = TouchPhase.Moved)
{
var delta = touchPositionY - lastTouchPosY;
movement = delta * touchDragSensitivity;
}
lastTouchPosY = touchPositionY;
}
}
result = transform.position.y + movement;
}
}
Or alternatively if you rather wanted a similar experience as for the button input you could also only check whether the touch is on the bottom or top half of the screen and move the padel constantly like with your original code before:
private void Update()
{
...
else
{
var movement = 0f;
if(!Input.touchSupported)
{
// For non-touch device keep your current code
movement = Input.GetAxisRaw("Vertical " + side.ToString()) * moveSpeed * Time.deltaTime;
}
else
{
if(Input.touchCount > 0)
{
var touch = Input.GetTouch(0);
var touchPositionY = touch.position.y;
movement = (touchPositionY >= Screen.height / 2f ? 1 : -1) * moveSpeed * Time.deltaTime;
}
}
result = transform.position.y + movement;
}
}
Update
As to your question
is there some way to split the screen so two players can play on the same screen
Yes: You can add a check on which side a touch is using touch.position.x >= screen.width / 2f => right side.
You could e.g. filter for valid touches like
if(Input.touchCount > 0)
{
if(side == Side.Right)
{
var validTouches = Input.touches.Where(t => t.position >= Screen.width / 2f).ToArray();
if(validTouches.Length > 0)
{
var touchPositionY = validTouches[0].position.y;
movement = (touchPositionY >= Screen.height / 2f ? 1 : -1) * moveSpeed * Time.deltaTime;
}
}
else
{
var validTouches = Input.touches.Where(t => t.position < Screen.width / 2f).ToArray();
if(validTouches.Length > 0)
{
var touchPositionY = validTouches[0].position.y;
movement = (touchPositionY >= Screen.height / 2f ? 1 : -1) * moveSpeed * Time.deltaTime;
}
}
}
If you want to press and hold make the object move you can make two buttons one for +y and the other for -y. then use Input.GetTouch to register the players input.

Issue with flipping sprite in Unity 2D

I'm new to unity and I was following a youtube guide on scripting a 2D platformer, I have gotten to the point now where I am trying to add a flip to the sprite when I turn to go in the opposite direction.
I have added a code and now this is constantly flipping left to right. If I understand correctly its probably because I am constantly applying > 0.1f when moving resulting in the function to continuously run but honestly I am lost so any help would be appreciated.
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (Controller2D))]
public class Player : MonoBehaviour {
public float jumpHeight = 4;
public float timeToJumpApex = .4f;
float accelerationTimeAirbourne = .2f;
float acceleratinTimeGrounded =.1f;
public float moveSpeed = 6;
float jumpVelocity;
float gravity;
Vector3 velocity;
float velocityXSmoothing;
Controller2D controller;
void Start(){
controller = GetComponent<Controller2D>();
gravity = -(2 * jumpHeight) / Mathf.Pow (timeToJumpApex, 2);
jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
print ("gravity: " + gravity + " Jump Velocity: " + jumpVelocity);
}
void Update(){
if (controller.collisions.above || controller.collisions.above) {
velocity.y = 0;
}
Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"),
Input.GetAxisRaw ("Vertical"));
if (Input.GetKeyDown (KeyCode.Space) && controller.collisions.below) {
velocity.y = jumpVelocity;
}
float targetVelocityX = input.x * moveSpeed;
velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref
velocityXSmoothing, (controller.collisions.below)?
acceleratinTimeGrounded:accelerationTimeAirbourne);
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
void FixedUpdate(){
if ((Input.GetAxis("Horizontal") > 0.1f && this.transform.localScale.x != 1)
|| (Input.GetAxis("Horizontal") < -0.1f && this.transform.localScale.x !=
-1))
{
flip();
}
}
void flip()
{
this.transform.localScale = new Vector3(this.transform.localScale.x *
-1,
this.transform.localScale.y, this.transform.localScale.z);
}
}
Your error is here
void FixedUpdate(){
if ((Input.GetAxis("Horizontal") > 0.1f && this.transform.localScale.x != 1)|| (Input.GetAxis("Horizontal") < -0.1f && this.transform.localScale.x !=
-1)){
flip();
}
}
After you flip, the condition still evaluates to true. You will need a boolean hasflipped to check if you have already flipped, and if you have don't flip again :)
Fixed update is causing this check to happen once per frame, so you're going to get a bunch of flickering as your sprite flips every frame, unless you specify only to flip once

How can i make the enemy to move to next waypoint if there ius a very big waypoint in the middle?

If the waypoints are small size for example cubes at size 0.1 or 1 it's fine.
When i change the cubes size to 20-30 if there is a situation that there are two waypoints on the way but the enemy should get to the second waypoint he will stuck on the wall of the first waypoint will shake/stutter and will try to go to one of the sides and then in the end he will pass this waypoint and continue to the waypoint he should get the target.
It happen only when the waypoints(cubes) are very big and if a waypoint block the waypoint the enemy should get.
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityStandardAssets.Characters.ThirdPerson;
public class WayPoints : MonoBehaviour {
public GameObject[] waypoints;
public Transform target;
public float moveSpeed = 10f;
public float moveSpeed1 = 10f;
public float slowDownSpeed = 3f;
public float reverseSlowDownSpeed = 3f;
public float rotationSpeed = 1f;
private Transform myTransform;
private int targetsIndex = 0;
private Vector3 originalPosition;
private GameObject[] robots;
public Transform reverseTarget;
private int reverseTargetsIndex = 0;
private Vector3 reverseOriginalPosition;
public bool random = false;
void Awake()
{
myTransform = transform;
}
// Use this for initialization
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("ClonedObject");
robots = GameObject.FindGameObjectsWithTag("Robots");
AddColliderToWaypoints();
originalPosition = robots[0].transform.position;
reverseOriginalPosition = robots[1].transform.position;
}
// Update is called once per frame
void Update()
{
if (MyCommands.walkbetweenwaypoints == true)
{
WayPointsAI();
ReverseWayPointsAI();
}
DrawLinesInScene();
}
private void WayPointsAI()
{
if (targetsIndex == waypoints.Length)
targetsIndex = 0;
target = waypoints[targetsIndex].transform;
float distance = Vector3.Distance(robots[0].transform.position, target.transform.position);
robots[0].transform.rotation = Quaternion.Slerp(robots[0].transform.rotation, Quaternion.LookRotation(target.position - robots[0].transform.position), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
robots[0].transform.position += robots[0].transform.forward * slowDownSpeed * Time.deltaTime;
}
else
{
robots[0].transform.position += robots[0].transform.forward * moveSpeed * Time.deltaTime;
}
if (distance < target.transform.localScale.magnitude)
{
targetsIndex++;
}
}
private void ReverseWayPointsAI()
{
if (reverseTargetsIndex == 0)
reverseTargetsIndex = waypoints.Length -1;
reverseTarget = waypoints[reverseTargetsIndex].transform;
float distance = Vector3.Distance(robots[1].transform.position, reverseTarget.transform.position);
robots[1].transform.rotation = Quaternion.Slerp(robots[1].transform.rotation, Quaternion.LookRotation(reverseTarget.position - robots[1].transform.position), rotationSpeed * Time.deltaTime);
//move towards the player
if (distance < 30)
{
robots[1].transform.position += robots[1].transform.forward * reverseSlowDownSpeed * Time.deltaTime;
}
else
{
robots[1].transform.position += robots[1].transform.forward * moveSpeed1 * Time.deltaTime;
}
if (distance < reverseTarget.transform.localScale.magnitude)
{
reverseTargetsIndex--;
}
}
void RandomWayPointsAI()
{
if (random == true)
{
int index = Random.Range(0, waypoints.Length);
target = waypoints[index].transform;
}
}
void DrawLinesInScene()
{
// draw lines between each checkpoint //
for (int i = 0; i < waypoints.Length - 1; i++)
{
Debug.DrawLine(waypoints[i].transform.position, waypoints[i + 1].transform.position, Color.blue);
}
// draw a line between the original transform start position
// and the current transform position //
Debug.DrawLine(originalPosition, robots[0].transform.position, Color.red);
Debug.DrawLine(reverseOriginalPosition, robots[1].transform.position, Color.red);
// draw a line between current transform position and the next waypoint target
// each time reached a waypoint.
if (target != null)
Debug.DrawLine(target.transform.position, robots[0].transform.position, Color.green);
if (reverseTarget != null)
Debug.DrawLine(reverseTarget.transform.position, robots[1].transform.position, Color.green);
}
void AddColliderToWaypoints()
{
foreach (GameObject go in waypoints)
{
SphereCollider sc = go.AddComponent<SphereCollider>() as SphereCollider;
sc.isTrigger = true;
}
}
}
I tried to make
if (distance < reverseTarget.transform.localScale.magnitude)
I tried before it to make
if (distance < reverseTarget.tranform.localscale.x)
Or
if (distance < reverseTarget.tranform.localscale.x / 2)
Same with target and the first AI function.
But nothing is working. Maybe i should find the waypoints radius ?
Not sure how to solve it.
What OP seems to have wanted was a way to give the AI pathfinding so that when the AI wanted to go from (dynamic/code generated) point A to B and there was an obstacle between, the AI wouldn't get stuck in the obstacle.
Unity offers NavMesh and NavMesh Obstacle, a simple pathfinding tool Unity gives us to achieve a smart AI with little effort.

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