Maifee Ul Asad
Maifee Ul Asad

Reputation: 4577

GameObject not moving as intended

I have this code, to move my truck in my Scene in Unity :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TruckMovement : MonoBehaviour
{
Coroutine TruckC;
bool forward = false;
Rigidbody2D truck;
bool collisionTruck = false;

void Start()
{
    truck = GetComponent<Rigidbody2D>();
    TruckC = StartCoroutine(Truck());
}

void OnDestroy()
{
    StopCoroutine(TruckC);
}




IEnumerator Truck()
{
    while(true)
    {
        if(forward)
        {
            truck.velocity = Vector3.right;
        }
        else
        {
            truck.velocity = Vector3.left;
        }
        yield return new WaitUntil(() => collisionTruck != true);
        forward = !forward;
    }
}

void OnCollisionEnter2D(Collision2D collision)
{
    if (collision.collider.tag.Equals("Bound"))
    {
        collisionTruck = true;
    }
}

void OnCollisionExit2D(Collision2D collision)
{
    if (collision.collider.tag.Equals("Bound"))
    {
        collisionTruck = false;
    }
}
}

What I want is it goes from one point to another point and then return.

enter image description here

My scene is quite weird, so I draw a horrible picture like this.

Also, picture from the scene :

enter image description here

The problem is the truck is not moving and it's vibrating.

How can I solve this ?

Upvotes: 2

Views: 78

Answers (2)

derHugo
derHugo

Reputation: 90901

Why are you even using a Coroutine for that?

You could actually simply do it straight forward in a simple method without having to deal with any flags or waiting like this:

public class TruckMovement : MonoBehaviour
{
    private bool forward = false;
    private Rigidbody2D truck;

    private void Awake()
    {
        truck = GetComponent<Rigidbody2D>();
    }

    private void Start()
    {
        // Start moving at the beginning
        ChangeDirection();
    }

    private void ChangeDirection()
    {
        forward = !forward;

        truck.velocity = forward ? Vector2.right : Vector2.left;      
    }

    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.collider.tag.Equals("Bound"))
        {
            ChangeDirection();
        }
    }
}

Upvotes: 4

Fredrik
Fredrik

Reputation: 5108

I think your issue will be solved if you initialize collisionTruck as true:

bool collisionTruck = true;

Right now you have it initialized as false and every time it is false it will change direction:

yield return new WaitUntil(() => collisionTruck != true);
forward = !forward;

Personally I'd change the variable name to shouldChangeDirection, leaving your code looking something like this:

/* More stuff */

bool shouldChangeDirection = false;

/* More stuff*/

IEnumerator Truck()
{
    while(true)
    {
        if (forward)
        {
            truck.velocity = Vector3.right;
        }
        else
        {
            truck.velocity = Vector3.left;
        }
        yield return new WaitUntil(() => shouldChangeDirection);
        forward = !forward;
    }
}

void OnCollisionEnter2D(Collision2D collision)
{
    if (collision.collider.tag.Equals("Bound"))
    {
        shouldChangeDirection = true;
    }
}

void OnCollisionExit2D(Collision2D collision)
{
    if (collision.collider.tag.Equals("Bound"))
    {
        shouldChangeDirection = false;
    }
}

Upvotes: 3

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