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Script conflicting with another

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Hi, im making a enemy AI script, and, i have an follow method, that make an enemy follow the player, when he is close, but, if i add another enemy with the same script, it work like an hive, i have to be in the range of the 2 enemys to they start following, and i dont want this, i want they work separatly, what i do? this is my code.`using System.Collections; using System.Collections.Generic; using UnityEngine; public class Enemy : MonoBehaviour { public GameObject enemy; public int health = 100; public GameObject deathEffect; public GameObject gold; private Rigidbody2D rb; private Vector2 movement; public Animator anim; public GameObject armadoinimigo; public static bool morte; public Transform goldlocal; public Transform armalocal; public GameObject armaitem; public static bool isalive; public float speed; private Transform target; public static bool correndo; public static bool run; public static bool die; public Transform player; public void TakeDamage (int damage) { health -= damage; if (health <= 0) { Die(); isalive = false; } } void Die() { Instantiate(gold, goldlocal.position, Quaternion.identity); Instantiate(armaitem, armalocal.position, Quaternion.identity); enemyshoot.isondistance = false; correndo = false; morte = true; anim.SetBool("die", true); armadoinimigo.SetActive(false); die = true; } private void Update() { if (vida.vivo) { if (isalive) { if (enemyshoot.isondistance) { transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime); } } } if (die) { isalive = false; enemyshoot.isondistance = false; } } void Start() { isalive = true; rb = this.GetComponent(); target = player.transform; } } `

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