Game Development Reference
In-Depth Information
public EnemyControllerScriptenemyObject = null;
void OnTriggerExit2D( Collider2D otherObj )
{
// If this trigger just left a Platform object,
//then the enemy is about to walk off the platform.
//Tell the enemy that they need to switch
//directions!
if(otherObj.tag == "Platform")
enemyObject.switchDirections();
}
}
5.
Attach EnemyGuideWatcher to both the LeftGuide and the RightGuide
objects and make sure to add the Enemy object to the Enemy Object ield
on both objects in the Inspector panel.
Next, we need to make sure the enemy knows how to flip its direction by reversing
its movement direction, just like we did with the player back in Chapter 1 ,
Introduction to the 2D World of Unity . Go back to EnemyControllerScript
and give it some code. Fill the script with the following code:
using UnityEngine;
using System.Collections;
public class EnemyControllerScript : MonoBehaviour
{
public float walkingSpeed = 0.45f;
private bool walkingLeft = true;
void Start()
{
// Randomly default the enemy's direction
walkingLeft = (Random.Range(0,2) == 1);
updateVisualWalkOrientation();
}
void Update()
{
// Translate the enemy's position based on the direction
// that they are currently moving.
if(walkingLeft)
{
transform.Translate(new Vector3(walkingSpeed *
 
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