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Question by awplays49 · May 28, 2015 at 09:57 PM · pathfinding

Public Function Acting Differently when Called by Other Script

This function

 public void GeneratePath (Vector3 startPos, Vector3 endPos) {
         Node startNode = grid.WorldToNodePoint (startPos);
         Node endNode = grid.WorldToNodePoint (endPos);
         List <Node> openSet = new List <Node> ();
         HashSet <Node> closedSet = new HashSet <Node> ();
         openSet.Add (startNode);
         while (openSet.Count > 0)
         {
             Node currentNode = openSet [0];
             for (int i = 1; i < openSet.Count; i ++)
             {
                 if (openSet [i].fCost < currentNode.fCost || openSet [i].fCost == currentNode.fCost && openSet [i].hCost < currentNode.hCost)
                 {
                     currentNode = openSet [i];
                 }
             }
             openSet.Remove (currentNode);
             closedSet.Add (currentNode);
             
             if (currentNode == endNode)
             {
                 RetracePath (startNode, endNode);
                 return;
             }
             
             foreach (Node neighbor in grid.GetNeighbors (currentNode))
             {
                 if (!neighbor.walkable || closedSet.Contains (neighbor))
                 {
                     continue;
                 }
                 int currentGCost = currentNode.gCost + GetDistance (currentNode, neighbor);
                 if (currentGCost < neighbor.gCost || !openSet.Contains (neighbor))
                 {
                     neighbor.gCost = currentGCost;
                     neighbor.hCost = GetDistance (neighbor, endNode);
                     neighbor.parent = currentNode;
                     openSet.Add (neighbor);
                 }    
             }
         }
     }

runs through the code (tested with Debug.Log)

when called by another script, but doesnt do anything. Help?

Call code:

 using UnityEngine;
 using System.Collections;
 
 public class EnemyAI : MonoBehaviour {
 
     private GameObject grid;
     private GameObject player;
     private bool straightPath;
     public float speed;
     
     void Start () {
          grid = GameObject.Find ("Plane");
          player = GameObject.Find ("Player");
     }
      
      void Update () {
          RaycastHit hit;
          if (Physics.Raycast (transform.position, player.transform.position - transform.position, out hit, Mathf.Infinity))
          {
              if (hit.collider.tag == "Player")
              {
                  straightPath = true;
              }
              else
              {
                  straightPath = false;
              }
          }
          if (straightPath == false || Vector3.Distance (transform.position, player.transform.position) > 4)
          {
              grid.GetComponent <PathGenerator> ().GeneratePath (transform.position, player.transform.position);
          }
     }
 }
 
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