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Question by tabbr17 · Mar 02, 2022 at 04:40 PM · rotationscripting problemmovementplayerenemy ai

My enemy character is not facing the player correctly!

My enemy character does face the player, but it's the wrong side of the enemy. I want it to be the front of the enemy, but I don't know how it works.

Enemy script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Enemy : MonoBehaviour
 {
     public float enemySpeed;
     public float stoppingDistance;
     public float retreatDistance;
 
     private float timeBTWShots;
     public float startTimeBTWShots;
 
     public int maxEnemyHealth = 100;
 
     public GameObject enemyProjectile;
     private Rigidbody2D rb;
     private Transform player;
 
     void Start()
     {
         rb = this.GetComponent<Rigidbody2D>();
         player = GameObject.FindGameObjectWithTag("Player").transform;
         timeBTWShots = startTimeBTWShots;
     }
 
     void Update()
     {
         if(Vector2.Distance(transform.position, player.position) > stoppingDistance)
         {
             transform.position = Vector2.MoveTowards
             (transform.position, player.position, enemySpeed * Time.deltaTime);
         }
         else if(Vector2.Distance(transform.position, player.position) < stoppingDistance 
              && Vector2.Distance(transform.position, player.position) > retreatDistance)
         {
             transform.position = this.transform.position;
         }
         else if(Vector2.Distance(transform.position, player.position) < retreatDistance)
         {
             transform.position = Vector3.MoveTowards
             (transform.position, player.position, -enemySpeed * Time.deltaTime);
         }
 
         //Enemy sprite rotation
         Vector3 direction = player.position - transform.position;
         float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
         rb.rotation = angle;
         direction.Normalize();
 
         if(timeBTWShots <= 0)
         {
             Instantiate(enemyProjectile, transform.position, Quaternion.identity);
             AudioManager.PlaySound("laserShoot");
             timeBTWShots = startTimeBTWShots;
         }
         else
         {
             timeBTWShots -= Time.deltaTime;
         }
     }
 
     public void TakeDamage(int damage)
     {
         maxEnemyHealth -= damage;
         if(maxEnemyHealth <= 0)
         {
             Destroy(gameObject);
         }
     }
 }

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