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How do I get my patrolling enemies to go back to the patrol point they had not gotten to because they chased the player?
I know, it's a very confusing question. Some of my code is from the Unity Manual, since I am not good with AI. I have been programming for about 2-3 years, it is a hobby; however, I am not very good in my own eyes. I know there will be areas that don't make sense, or will make you think "Why is he calling that multiple times when it only needs to be called once?" or "His code is not neat." Alright, sob story over.
Here's my issue:
My enemy AI patrol 5 points around a wall (Just to test the AI)
If the player gets close enough, the AI chases the player-and goes to its last known location if the player is out of sight or is in the Shadow Realm. (The AI ignore the player if they are in the shadow realm)
After they are done chasing the player, they go to the patrolPoint that is past the original patrolPoint they were going towards before chasing.
I want the AI to:
Patrol a set path
Store the patrol point they had not gotten to because of chasing the player
After losing the player, the agent.destination is the Patrol point they had not gotten to because of having to chase the player.
Here is my Code:
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.AI;
using System.Collections;
using System.Collections.Generic;
public class Enemy : MonoBehaviour
{
// Public Variables (GameObjects, int, etc. Keep it clean...)
public Transform[] patrolPoints;
public ShadowRealm sr;
// Patrol Variables
NavMeshAgent agent;
Transform target;
// Private Variables (Same as Public but cannot be accessed outside of script)
bool playerIsCloseEnough;
int destPoint = 0;
float distance;
// Public Voids
public void Start()
{
target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
agent = GetComponent<NavMeshAgent>();
agent.autoBraking = false;
Patrol();
}
public void Update()
{
// Checks distance from player and this transform
CheckDistance();
distance = Vector3.Distance(this.transform.position, target.position);
// if player is within the minimum distance
if (distance <= 15) playerIsCloseEnough = true;
if (distance >= 16) playerIsCloseEnough = false;
}
void CheckDistance()
{ // If player is within minimum distance
if (playerIsCloseEnough == true)
{
// if player is in Shadow Realm, player is not chased
if (sr.isInShadowRealm == true) Patrol();
if (sr.isInShadowRealm == false) Chase();
}
else Patrol();
}
void Chase()
{
agent.destination = target.transform.position;
transform.LookAt(target.position);
if (playerIsCloseEnough == false) Patrol();
}
void Patrol()
{
if (!agent.pathPending && playerIsCloseEnough && sr.isInShadowRealm == true && agent.remainingDistance < 0.5f) GoToNextPoint();
// Choose the next destination point when the agent gets close to the current one.
if (!agent.pathPending && playerIsCloseEnough == false && agent.remainingDistance < 0.5f) GoToNextPoint();
}
void GoToNextPoint()
{
// Returns if no points are set up
if (patrolPoints.Length == 0) return;
// Sets the agent to go to the current selected point
agent.destination = patrolPoints[destPoint].position;
// Choose the next point in the array as the destination, cycling to the start if necessary
destPoint = (destPoint + 1) % patrolPoints.Length;
}
// Private Voids
}
you could maybe try adding the player's position as one of the destination points when they get close enough, inserting it into your array between the current patrol point and the next. Then once the player is gone, call the next point function and delete the player's position from the array. It might be better to use a list in this case
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