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Question by mbhigham · Oct 23, 2016 at 01:24 AM · javascriptaipatrol

AI Patrol

Hi I am very new to javascript and I have this code that allows me to move a game object from one place, Idle then move back and so forth.

I need to have multiple checkpoints so I can make a set path for the AI to follow, I need the AI to look at each checkpoint so It looks like they are walking and have the animations all in this code. I have my own animations for idle, walking, and running. I'm not sure how I can implement it into this code.

What I need is multiple checkpoints set up, the object that is following this path to be following the path and looking where it is going (for example the next checkpoint) and have the animations implemented into the code.

 #pragma strict
   // Transforms to act as start and end markers for the journey.
   var startMarker: Transform;
   var endMarker: Transform;
   
   // Movement speed in units/sec.
   var speed = 4.0;
   
   // the wait time between waypoints
   var waitTimeBetweenWaypoints : float = 1;
   
   function Start () 
   {
       Patrol();
   }
   
   function Patrol()
   {
       while (true)
       {
           var time : float = 0;
           var lerpValue : float;
   
           // set the position of to the startMarker) 
           transform.position = startMarker.position;
           // move object from startMarker to endMarker) 
           while ((transform.position != endMarker.position) && (time < speed))
           {
               time += Time.deltaTime;
               lerpValue = (time / speed);
               transform.position = Vector3.Lerp (startMarker.position, endMarker.position, lerpValue);
               yield;
           }
           // set the position of to the endMarker) 
           transform.position = endMarker.position;
           yield WaitForSeconds(waitTimeBetweenWaypoints);
   
           time = 0;
           // move object from endMarker to startMarker) 
           while ((transform.position != startMarker.position) && (time < speed))
           {
               time += Time.deltaTime;
               lerpValue = (time / speed);
               transform.position = Vector3.Lerp (endMarker.position, startMarker.position, lerpValue);
               yield;
           }
           transform.position = startMarker.position;
           yield WaitForSeconds(waitTimeBetweenWaypoints);
       }
       yield;
   }
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