Vector 2 only using x (Enemy AI)

Hello! so im making a 2d game where you basicly where bounce on your enemys and i need help with the enemy AI. The enemy should go to the player and shoot at him (i have the shooting part already so thats fine).
I found a script online and i need it to only go on the x axies. If you can help me i would be so happy!

Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Enemyshooting : MonoBehaviour
{
    public float speed;
    public float stoppingDistance;
    public float retreaDistance;
    
    private float timeBtwShots;
    public float startTimeBtwShots;




    public Transform player;
    public GameObject projectile;

    // Start is called before the first frame update
    void Start()
    {
         player = GameObject.FindGameObjectWithTag("Player").transform;
         timeBtwShots = startTimeBtwShots;
    }

    // Update is called once per frame
    void Update()
    {
        if(Vector2.Distance(transform.position, player.position) > stoppingDistance)
        {
             transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
        } else if(Vector2.Distance(transform.position, player.position) > stoppingDistance && Vector2.Distance(transform.position, player.position) > retreaDistance)
        {
            transform.position = this.transform.position;
        }
        else if (Vector2.Distance(transform.position, player.position) > retreaDistance)
        {
        transform.position = Vector2.MoveTowards(transform.position, player.position, -speed * Time.deltaTime);
        }

        if(timeBtwShots <= 0){
            Instantiate(projectile, transform.position, Quaternion.identity);
            timeBtwShots = startTimeBtwShots;
        }else{
            timeBtwShots -= Time.deltaTime;
        }
    }
}

You can achieve this by only changing the enemies x value, instead of both x and y.


void Update()
{
    Vector2 newPos;
    if(Vector2.Distance(transform.position, player.position) > stoppingDistance)
    {
         newPos = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
    } else if(Vector2.Distance(transform.position, player.position) > stoppingDistance && Vector2.Distance(transform.position, player.position) > retreaDistance)
    {
        newPos = this.transform.position;
    } else if (Vector2.Distance(transform.position, player.position) > retreaDistance)
    {
        newPos = Vector2.MoveTowards(transform.position, player.position, -speed * Time.deltaTime);
    }
    transform.position = new Vector2(newPos.x, transform.position.y);

    if(timeBtwShots <= 0)
    {
        Instantiate(projectile, transform.position, Quaternion.identity);
        timeBtwShots = startTimeBtwShots;
    } else
    {
        timeBtwShots -= Time.deltaTime;
    }
}