public float speed;
public float stoppingDistance;
public Animator anim;
//public Transform enemyGFX;
private Rigidbody2D rb;
public int damage = 100;
private bool m_FacingRight = true;
private Transform target;
public float lookRadius = 10f;
// Start is called before the first frame update
void Start()
{
target = PlayerManager.instance.player.transform;
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
float distance = Vector2.Distance(target.position, transform.position);
if (distance > stoppingDistance)
{
if (distance <= lookRadius)
{
transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
anim.SetBool("isWalking", true);
/*if (rb.velocity.x >= 0.01f)
{
enemyGFX.localScale = new Vector3(-1f, 1f, 1f);
}
else if (rb.velocity.x <= -0.01f)
{
enemyGFX.localScale = new Vector3(1f, 1f, 1f);
}*/
if (target.position.x > transform.position.x)
{
transform.localScale = new Vector3(-1, 1, 1);
}
else if (target.position.x < transform.position.x)
{
transform.localScale = new Vector3(1, 1, 1);
}
}
}
}
/*private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
transform.Rotate(0f, 180f, 0f);
}*/
void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, lookRadius);
}