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Answer by ransomink

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Why use *transform.gameObject* for DontDestroyOnLoad(), then use *gameObject* for Destroy(), no need for using transform. Also, you call Input.GetAxisRaw() 14 times in Update(), that's bad. You need to cache the inputs at the beginning and use those local variables. var hor = Input.GetAxisRaw("Horizontal"); var ver = Input.GetAxisRaw("Vertical"); - Input.GetAxisRaw() does not have smoothed input, its value is either -1, 0, or 1. You only need to check if the player is not moving. if (hor != 0 || ver != 0 ) { playerMoving = true; } - Another issue is seting *lastMove*, you do it twice, and when you set it the second time (for the vertical input) you're overriding the horizontal input by setting it to 0. This should be done only once using both inputs and at the end of the loop. - Besides that, you're moving the rigidbody separately on its horizontal and vertical axis when you should do it at the same time. This will eliminate all of your duplicate code. if (hor != 0 || ver != 0 ) { playerMoving = true; hor *= moveSpeed; ver *= moveSpeed; } myRigidbody2D.velocity.Set( hor, ver ); lastMove = myRigidbody2D.velocity; - Now to get to your point, you need to use the position of the enemy and the player to find the distance. Normalize that position to get a direction. // This gives you the direction. Now you can knockback however you want using this var dir = enemyPosition - playerPosition.normalized; Finally, add force or move your enemy based on that position. This should be done from the enemy gameobject...

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