• 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 /
  • Help Room /
avatar image
0
Question by ASM42186 · Dec 14, 2017 at 05:25 AM · 2d rotation

Make enemy sprite flip to face player within range?

Kind of a scripting newbie... I've been following several Youtube tutorials to start making my side-scrolling platform shooter. Right now, I have two scripts controlling the enemy behavior. The first is a simple patrol script that allows the enemy to move around on it's platform, and change flip it's x value when it reaches an edge.

public class EnemyPatrol : MonoBehaviour {

 public float moveSpeed;
 public bool moveRight;

 public Transform wallCheck;
 public float wallCheckRadius;
 public LayerMask whatIsWall;
 private bool wallHit;

 private bool notAtEdge;
 public Transform edgeCheck;

 // Use this for initialization
 void Start () {
 }
 
 // Update is called once per frame
 void Update () {

     wallHit= Physics2D.OverlapCircle (wallCheck.position, wallCheckRadius, whatIsWall);

     notAtEdge = Physics2D.OverlapCircle (edgeCheck.position, wallCheckRadius, whatIsWall);

     if(wallHit || !notAtEdge)
         moveRight = !moveRight;
 
     if (moveRight)
     {
         transform.localScale = new Vector3 (-1f, 1f, 1f);
         GetComponent<Rigidbody2D>().velocity = new Vector2 (moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
     } else {
         transform.localScale = new Vector3 (1f, 1f, 1f);
         GetComponent<Rigidbody2D>().velocity = new Vector2 (-moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
     }

 }

}

I also have a script that makes the enemy move towards the player when the player is within a set range. But, more often than not my enemy ends up facing away from the player (when the patrol is interrupted) and moon-walking towards the player.

public class EnemyAttack : MonoBehaviour { private PlayerController thePlayer;

 public float moveSpeed;

 public float playerRange;

 public LayerMask playerLayer;

 public bool playerInRange;

 // Use this for initialization
 void Start () {
     thePlayer = FindObjectOfType<PlayerController> ();
 }
 
 // Update is called once per frame
 void Update () {

     playerInRange = Physics2D.OverlapCircle (transform.position, playerRange, playerLayer);

     if(playerInRange)
     {
         transform.position = Vector3.MoveTowards (transform.position, thePlayer.transform.position, moveSpeed * Time.deltaTime);
     }

} void OnDrawGizmosSelected () { Gizmos.DrawSphere(transform.position, playerRange); } }

**I need the enemy sprite to flip towards the player depending on the player's x position being less than or greater than the enemy's x position, only within the "attack" range.

But I'm not sure how to combine the ranged move towards function and sprite flipping function together. I've tried a couple of times now to combine the script functions myself, but I haven't had any luck... Help would be greatly appreciated!**

Comment
Add comment · Show 1
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
avatar image ASM42186 · Dec 14, 2017 at 07:23 AM 0
Share

This is what I tried to do... It doesn't cause any compiler errors, but it doesn't do what I want either...

public class EnemyAttack : $$anonymous$$onoBehaviour { private PlayerController thePlayer;

 public float moveSpeed;

 public float playerRange;

 public Layer$$anonymous$$ask playerLayer;

 public bool playerInRange;

 // Use this for initialization
 void Start () {
     thePlayer = FindObjectOfType<PlayerController> ();
 }
 
 // Update is called once per frame
 void Update () {

     playerInRange = Physics2D.OverlapCircle (transform.position, playerRange, playerLayer);

     if(playerInRange)
     {
         transform.position = Vector3.$$anonymous$$oveTowards (transform.position, thePlayer.transform.position, moveSpeed * Time.deltaTime);
     }
     if (thePlayer.transform.position.x < transform.position.x) {
         transform.localScale = new Vector3 (-1f, 1f, 1f);
     } else {
         transform.localScale = new Vector3 (-1f, 1f, 1f);
     }

} void OnDrawGizmosSelected () { Gizmos.DrawSphere(transform.position, playerRange); } }

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

119 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Converting 2D square movement direction to procedural animation 1 Answer

Rotating 180 Degrees in 2D 0 Answers

After Instantiating a gameobject it does ot go in the desired direction and flys up 1 Answer

How to select two 2D objects in order to make a third object 1 Answer

Linear speed in one direction 0 Answers


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