I been trying to create an AI for the enemy to patrol between some points and, when spot player in a certain range, the enemy stop the patrol and follows the player. The thing is, if I only have the enemy to follow the player, works perfectly the same happens with just the patrol, but both together doesn't seem to work. The enemy acts in a weird way.
My code:
public void Start()
{
_navMeshAgent = this.GetComponent<NavMeshAgent>();
anim = GetComponent<Animator>();
if (_navMeshAgent == null)
{
Debug.LogError("not attached to " + gameObject.name);
}
else
{
if (_patrolPoints != null && _patrolPoints.Count >= 2)
{
_currentPatrolIndex = 0;
anim.SetBool("idle", true);
SetDestination();
}
else
{
Debug.Log("Insufficient patrol points.");
}
}
}
void Update()
{
if (player == null)
{
player = GameObject.Find("Player Character").GetComponent<Transform>();
}
if (Vector3.Distance(player.transform.position, this.transform.position) < 10)
{
chacePlayer();
}
else
{
patrol();
}
bool patrol()
{
Debug.Log("patrolling");
//Check if we're close to the destination.
if (_travelling && _navMeshAgent.remainingDistance <= 1.0f)
{
_travelling = false;
anim.SetBool("idle", false);
anim.SetBool("move", true);
//If we're going to wait, then wait dumbass!
if (_patrolWaiting)
{
_waiting = true;
_waitTimer = 0f;
anim.SetBool("idle", true);
anim.SetBool("move", false);
}
else
{
ChangePatrolPoint();
SetDestination();
}
}
//Instead if we're waiting...
if (_waiting)
{
_waitTimer += Time.deltaTime;
if (_waitTimer >= _totalWaitingTime)
{
_waiting = false;
anim.SetBool("move", true);
anim.SetBool("idle", false);
ChangePatrolPoint();
SetDestination();
}
}
return true;
}
}
private void SetDestination()
{
if (_patrolPoints != null)
{
Vector3 targetVector = _patrolPoints[_currentPatrolIndex].transform.position;
_navMeshAgent.SetDestination(targetVector);
_travelling = true;
////anim.SetBool("idle", false);
////anim.SetBool("move", true);
}
}
//Selects a new patrol point in the available list, but
//also with a small probability allows for us to move forward or backwards.
private void ChangePatrolPoint()
{
//Unity generate random number between 0 and 1
if (UnityEngine.Random.Range(0f, 1f) <= _switchProbability)
{
//decides if go forward or backwards: whatever the value, make the oposite
_patrolForward = !_patrolForward;
}
if (_patrolForward)
{
//if the patrolpoint exceedes patrolpoints.count, go backs to zero
_currentPatrolIndex = (_currentPatrolIndex + 1) % _patrolPoints.Count;
}
else
{
if (--_currentPatrolIndex < 0)
{
_currentPatrolIndex = _patrolPoints.Count - 1;
}
}
}
void chacePlayer()
{
Vector3 direction = player.transform.position - this.transform.position;
this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
Quaternion.LookRotation(direction), 0.1f);
direction.y = 0;
if (direction.magnitude > 2)
{
this.transform.Translate(0, 0, 0.05f);
Debug.Log("chacing");
}
}
At first I thought it was because the code was running both together so I put a Debug to see if it was that, but the debug of the patrol stops every time the enemy is following the player. Can someone please help me?