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Question by WhatIsInAName · Jan 05 at 10:00 PM · raycast2d-platformershootingenemy aiinstantiate prefab

Patrolling enemy not shooting at player 2d platformer

My enemy is shooting only when player is to the left of the enemy regardless of it it is facing the player or not. When enemy moves left to right it shoots in the opposite direction to that of player. Could anyone tell me where I'm going wrong and how to correct this.

Fireball code:

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

public class Fireball : MonoBehaviour { public float speed; public int damage; public float lifeTime; private GameObject player;

 // Start is called before the first frame update
 void Start()
 {
     
     //delay , basically to define, after how many seconds would we like to destroy game object
     Destroy(gameObject, lifeTime); 
 }

 // Update is called once per frame
 void Update()
 {
     transform.Translate(Vector2.left * speed * Time.deltaTime);
 }

 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Player")
     {
         collision.GetComponent<Player>().TakeDamage(damage);
     }
     Destroy(gameObject);
 }

}

Patrol code: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Patrol : MonoBehaviour { public float speed; public float distance;

 private bool movingRight = true;

 public Transform groundDetection;
 

 private void Update()
 {
     transform.Translate(Vector2.right * speed * Time.deltaTime);
     int layer_mask = LayerMask.GetMask("Ground");
    
     RaycastHit2D groundinfo = Physics2D.Raycast(groundDetection.position, Vector2.down, distance, layer_mask); //origin, direction, distance
    

     if (groundinfo.collider == false)
     {
         if(movingRight == true)
         {
             transform.eulerAngles = new Vector3(0, -180, 0); //turn 180 degrees
             movingRight = false;
         }
         else
         {
             transform.eulerAngles = new Vector3(0, 0, 0);
             movingRight = true;
         }
     }
 }


}

shooting enemy code: using System.Collections; using System.Collections.Generic; using System.Threading; using System.Threading.Tasks; using UnityEngine;

public class ShootingPlayer : MonoBehaviour {

 //Cached component references
 Animator enemyAnimator;

 //State
 [SerializeField] GameObject enemy;
 [SerializeField] GameObject fireBall;
 [SerializeField] Transform shotSpawnPoint;

 [SerializeField] float timeBetweenShots ;
 [SerializeField] float attackAnimationDuration;

 [SerializeField] float playerRange ;
 [SerializeField] Transform player;

 private float nextShotTime;
 private float endAttackAnimationTime;

 private void Awake()
 {
     enemy = GameObject.Find("Enemy");
     enemyAnimator = enemy.GetComponent<Animator>();
 }

 private void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").transform;
 }

 // Update is called once per frame
 void Update()
 {
     // draws line to detect player at a distance at the start and end of givem range, in this case behind and ahead of enemy
     Debug.DrawLine( new Vector3(transform.position.x + playerRange, transform.position.y, transform.position.z), new Vector3(transform.position.x - playerRange, transform.position.y, transform.position.z));

     
     if (player != null)
     {
         ShootAtPlayer();
     }

    
     if (enemyAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Attacking") && Time.time > endAttackAnimationTime)
     {
         enemyAnimator.SetBool("Attacking", false);
     }
 }

 public void ShootAtPlayer()
 { 

     if (transform.localScale.x > 0 && player.transform.position.x < transform.position.x && player.transform.position.x > transform.position.x - playerRange && Time.time > nextShotTime)
     {
         Debug.Log("fireball going right");
         Instantiate(fireBall, shotSpawnPoint.position, shotSpawnPoint.rotation);
         enemyAnimator.SetBool("Attacking", true);
         nextShotTime = Time.time + timeBetweenShots;
         endAttackAnimationTime = Time.time + attackAnimationDuration;
     }

     // somehow never enters this loop

     if (transform.localScale.x < 0 && player.transform.position.x > transform.position.x && player.transform.position.x < transform.position.x + playerRange && Time.time > nextShotTime)
     {
         Debug.Log("fireball going left");
         Instantiate(fireBall, shotSpawnPoint.position, shotSpawnPoint.rotation);
         enemyAnimator.SetBool("Attacking", true);
         nextShotTime = Time.time + timeBetweenShots;
         endAttackAnimationTime = Time.time + attackAnimationDuration;
     }

     /* Continuous attacking

    if (Time.time > nextShotTime)
    {
        Instantiate(fireBall, shotSpawnPoint.position, shotSpawnPoint.rotation);
        enemyAnimator.SetBool("Attacking", true);
        nextShotTime = Time.time + timeBetweenShots;
        endAttackAnimationTime = Time.time + attackAnimationDuration;
    }
    */


 }

}

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