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Question Repeating enemy movement

Discussion in 'Scripting' started by MooseGames, Jul 15, 2023.

  1. MooseGames

    MooseGames

    Joined:
    Jul 5, 2023
    Posts:
    2
    Hi,

    I have this enemy gameObject called "frog". I've created a script that moves the frog from the start position to the target position. The player has to press the "f" key to make the frog rotate and move back to the start position. If the player collides with the frog, the game will be over (handled by another script).

    The current script works fine, but I want to modify it to work as follows:

    - The frog should not move instantly when the game starts.
    - The frog should spawn repeatedly at random times.

    using UnityEngine;

    public class FrogScript : MonoBehaviour
    {
    public GameObject frog; // Frog-peliobjekti
    public float moveDuration = 1.2f; // Liikkumisen kesto sekunteina
    private Vector3 startPosition; // Alkuperäinen sijainti
    private Vector3 targetPosition; // Kohdesijainti
    private Vector3 customTargetPosition; // Kohdesijainti, kun "f" näppäintä painetaan
    private Quaternion startRotation = Quaternion.Euler(-174.61f, 7.43f, -5.48f); // Alkuperäinen rotaatio
    private Quaternion targetRotation = Quaternion.Euler(-174.61f, -180f, -5.48f); // Kohderotaatio
    private float rotationDuration = 0.2f; // Rotaation kesto sekunteina
    private float elapsedTime = 0.0f; // Kulunut aika liikkumisen aikana
    private bool isMoving = false; // Tarkistaa, onko Frog-peliobjekti liikkeessä

    public AudioClip screamSound; // "scream.mp3" äänitiedosto
    private AudioSource audioSource; // AudioSource-komponentti

    private void Start()
    {
    startPosition = new Vector3(13.6f, 0f, frog.transform.position.z);
    targetPosition = new Vector3(2.01f, 0f, -4f);
    customTargetPosition = new Vector3(13.6f, 0f, -3.18f);
    frog.transform.rotation = startRotation; // Aseta alkuperäinen rotaatio

    // Hae AudioSource-komponentti Frog-peliobjektilta
    audioSource = frog.GetComponent<AudioSource>();
    // Aseta "scream.mp3" audioclipiksi
    audioSource.clip = screamSound;
    }

    private void Update()
    {
    if (Input.GetKeyDown(KeyCode.F))
    {
    // Jos "frog" ei ole jo liikkeessä, käynnistä liike kohti määriteltyä kohdesijaintia ja rotaation muutos
    if (!isMoving)
    {
    StartCoroutine(MoveFrogSmoothly(customTargetPosition, moveDuration));
    StartCoroutine(RotateFrog(targetRotation, rotationDuration));

    // Soita "scream.mp3" äänitiedosto
    audioSource.Play();
    }
    }
    else
    {
    // Liikuta Frog-peliobjektia sulavasti alkuperäisestä sijainnista kohdesijaintiin
    if (elapsedTime < moveDuration)
    {
    float t = elapsedTime / moveDuration;
    frog.transform.position = Vector3.Lerp(startPosition, targetPosition, t);
    elapsedTime += Time.deltaTime;
    }
    }
    }

    private System.Collections.IEnumerator MoveFrogSmoothly(Vector3 destination, float duration)
    {
    isMoving = true;
    startPosition = frog.transform.position;
    targetPosition = destination;
    elapsedTime = 0f;
    float startTime = Time.time;

    while (elapsedTime < duration)
    {
    float t = (Time.time - startTime) / duration;
    frog.transform.position = Vector3.Lerp(startPosition, targetPosition, t);
    elapsedTime += Time.deltaTime;
    yield return null;
    }

    frog.transform.position = targetPosition;
    isMoving = false;
    }

    private System.Collections.IEnumerator RotateFrog(Quaternion targetRotation, float duration)
    {
    Quaternion startRotation = frog.transform.rotation;
    float startTime = Time.time;
    float elapsedTime = 0f;

    while (elapsedTime < duration)
    {
    float t = (Time.time - startTime) / duration;
    frog.transform.rotation = Quaternion.Lerp(startRotation, targetRotation, t);
    elapsedTime += Time.deltaTime;
    yield return null;
    }

    frog.transform.rotation = targetRotation;
    }
    }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    Use a cooldown timer to control how frequently things happen.

    Cooldown timers, gun bullet intervals, shot spacing, rate of fire:

    https://forum.unity.com/threads/fire-rate-issues.1026154/#post-6646297

    Just start with tutorials on random spawning and putting random values into a cooldown timer, such as above.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.