enemy code not working

hello, i am pretty new to coding and im trying to make a basic game where you fight enemies, but my code isnt working and i dont know why, i have a box collider set to trigger in front of the enemy, if the collider is triggered, it disables a bool variable called “walking”, and the enemy can only move if walking is true, walking is set to true on void OnTriggerExit, bt for some reason, the enemy keeps walking when the collider is triggered and its trying to play bot the walking and attacking animation at the same time, here is the code:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.VisualScripting;
using UnityEngine;

public class enemyBehaviour : MonoBehaviour
{public GameObject player;
public float speed;
public float distance;
public float attackDistance;
public float timer;
private bool triggered;
private bool attackMode;
private bool inRange;
private bool walking;
public float distanceBetween;
public float health;
public bool playerNoticed;
private bool timering;
private bool isWalking;


   
    Animator animator;
    private Rigidbody2D rb;
SpriteRenderer spriteRenderer;
    void Start()
    {
       animator = GetComponent<Animator>();
        rb = GetComponent<Rigidbody2D>();
        spriteRenderer = GetComponent<SpriteRenderer>();
               walking = false; 
              
    }

   
    void Update()
    {     
      timer -= Time.deltaTime;
     if (timer < 0){
        timer = 3;
       timering = true;
     }      


     distance = Vector2.Distance(transform.position, player.transform.position);
     Vector2 direction = player.transform.position - transform.position;
     direction.Normalize();
    
    if (distance < distanceBetween && walking == true && timering == false){
                  
     transform.position = Vector2.MoveTowards(this.transform.position, player.transform.position, speed * Time.deltaTime);
        animator.Play("ewalkp1");
        timering = false;
      
    
    
     }
    {

    }
    
        if (health <= 0) {
            gameObject.SetActive(false);
        }
        {
      
        }
     
   }
   void OnTriggerEnter2D (Collider2D col){
  
       animator.SetBool("inRange", true);
       animator.Play("eattackp1");
       animator.SetBool("walking", false);
       walking = false;
      
      
   }
   void OnTriggerExit2D (Collider2D col){
   
     animator.SetBool("inRange", false);
     animator.SetBool("walking", true);
     walking = true;
     timering = false;
   
    
    }
   }

sorry if my code is hard to read, thank you to anyone who will help this newbie

“nyr thingie” is a screenshot of the scene, if someone need it

Sounds like you wrote a bug! That can only mean…

Time to start debugging!

By debugging you can find out exactly what your program is doing so you can fix it.

Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

You seem to have 2 different bools that don’t appear to be linked up. You have “walking” in the script and then you are trying to set an animator bool “walking” using animator.SetBool. These are not the same thing. You either need to set the animator bool to walking with something like: animator.SetBool(“walking”, walking) in Update. Or, you need to set the “walking” bool from your script to true/false in the Enter/Exit functions as well since your Update function has an If condition on whether “walking” is true, but you are never setting it to True, just the animator bool called “walking” to true.

Also, as Kurt mentioned, throw in many Debug.Logs throughout to see what is/is not calling and when. That is a great habit to build and will help you in every project going forward.

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