I'm creating a basic AI script for my enemies in Unity and I have most of it working the way I want it to. The way I have my enemies set up they contain 2 colliders, a polygon collider that destroys the player when touched, and an empty game object that's a child of the enemy that is a circle collider that acts as a trigger. There's a game object that's tagged Straight Road
and when the circle collider comes in contact with it, it should run a function called StopMovement();
that sets the enemies movement to 0. I used to Debug.Log();
to check to see if the collider recognizes that it's touching Straight Road
and it doesn't. This is my code below. I'm hoping someone has a suggestion.
public class DogAI : GenericController {
public Transform target;
public float chaseRange;
public float maxDistance;
private Vector3 targetDirection;
private float targetDistance;
// Use this for initialization
void Start()
{
base.Start();
}
// Update is called once per frame
void Update()
{
base.Update();
if (target.transform != null)
{
targetDirection = target.transform.position - transform.position;
targetDirection = targetDirection.normalized;
targetDistance = Vector3.Distance(target.position, transform.position);
if (targetDistance <= chaseRange)
{
SetMovement(targetDirection);
}
Vector3 enemyScreenPosition = Camera.main.WorldToScreenPoint(transform.position);
if (targetDistance > maxDistance)
{
Destroy(gameObject);
}
}
}
void StopMovement()
{
SetMovement(new Vector2(0,0));
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag("Straight Road"))
{
Debug.Log("Stop! There's a road!");//This never shows up in the log?
StopMovement();
}
}
void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Player"))
{
DestroyObject(other.gameObject);
}
}
Generic Controller script below containing the SetMovement()
function.
public abstract class GenericController : MonoBehaviour
{
public float movementSpeed = 20;
float animationSpeed = 1;
protected Rigidbody2D rigidbody;
protected Animator animator;
Vector2 movementVector;
float currentSpeed;
protected bool needAnimator = true;
// Use this for initialization
protected void Start()
{
rigidbody = GetComponent<Rigidbody2D>();
if (needAnimator)
{
animator = GetComponent<Animator>();
animator.speed = animationSpeed;
}
}
protected void FixedUpdate()
{
rigidbody.velocity = movementVector;
currentSpeed = rigidbody.velocity.magnitude;
if (needAnimator)
animator.SetFloat("Speed", currentSpeed);
}
public void SetMovement(Vector2 input)
{
movementVector = input * movementSpeed;
}
public void SetMovement(int x, int y)
{
SetMovement(new Vector2(x, y));
}
2D Box Collider
to the road. It shows the debug, but it still doesn't runStopMovement()
– AwesomeBob2341if (target.transform != null)
will still be there if you did not made target.transform = null which might also result in overriding your stopmovement in update – killer_mechSetMovement
code. It's in a separate class another guy in my team created. I haveif (target.transform != null)
in there to just make sure we didn't mistakenly forget to add the player into the scene. Not sure if that is or isn't part of the issue though. – AwesomeBob2341CompareTag
? Shouldn't it beother.gameObject.tag
? – Thalthanas