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Question by DerDerErIst · Jun 27, 2017 at 12:57 PM · c#unity 5arraysrandom.rangewaypoints

Choose Waypoints from a Random Array of Paths

Hello actually i have a Problem about a solution to have a Array with Paths, its a GameObject in Scene and contains a various amount of Waypoints, every Scene will have different amount of Paths and Waypoints. The Script is Attached to the NPC.

Now i want spawn Random Enemys on the Scene and they should choose randomly a Path and follow the Waypoints in this Pathalt text

You can see actually 3 Paths and every Path contains 3 Waypoints. He load all Paths and then he Choose a Path with index (on Screen it is Path 2 (3))

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 namespace enemy
 {
     public class NPC_Waypoint : MonoBehaviour
     {
 
         //Paths
         [SerializeField] GameObject[] paths;
         [SerializeField] int index;
 
         //Waypoint
         [SerializeField] GameObject[] wayPoints;
 
         //for give the State Machine the Waypoints
         private NPC_State_Machine npc;
 
         //Looking for all Paths in Scene and get the Waypoints out of the Paths
 
         public void Awake()
         {
             //Load the Paths
             paths = GameObject.FindGameObjectsWithTag("Paths");
 
             //Check if Paths not null
             if (paths != null)
                 foreach (GameObject path in paths)
                 {
                     //Show All Paths
                     Debug.Log("Path: " + path);
                 }
             else
                 //Do Something else
                 Debug.Log("Have No Paths");
         }
 
         private void Start()
         {
             //Start to Choose a Random Path and load the Waypoints in the Path
             Debug.Log("Choose a Path");
             RandomPath();
         }
 
         public void RandomPath()
         {
             index = Random.Range(0, paths.Length);    
             //Get Random Index from Paths and load the Waypoints from it
             Debug.Log("Path " + index + " choosen");
 
 //Im Not sure how i can tell him to get the Waypoints out of the Paths
 //here i try to get the Waypoints from each Path
  
             wayPoints = gameObject.GetComponentsInChildren<GameObject>(paths[index]);
             
             if (wayPoints != null)
                 foreach (GameObject way in wayPoints)
                 { Debug.Log("Waypoint: " + way); }
             else
                 Debug.Log("Path have no WayPoints");
         }
     }
 }

ArgumentException: GetComponent requires that the requested component 'GameObject' derives from MonoBehaviour or Component or is an interface.

UnityEngine.GameObject.GetComponentsInChildren[GameObject] (Boolean includeInactive) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GameObjectBindings.gen.cs:142)

enemy.NPC_Waypoint.RandomPath () (at Assets/Scripts/Enemy/EnemyAI/NPC_Waypoint.cs:64)

enemy.NPC_Waypoint.Start () (at Assets/Scripts/Enemy/EnemyAI/NPC_Waypoint.cs:43)

So he not load the Waypoints. Someone have an Idea how i can load the Waypoints from each Path?

I Hope i was able to explain whats my goal and someone have an idea how to fix this problem.

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avatar image DerDerErIst · Jun 27, 2017 at 01:37 PM 0
Share

Actually i fix the $$anonymous$$ain Problem

i change

 [SerializeField] GameObject[] wayPoints;

to

 [SerializeField] Transform[] wayPoints;

and

 wayPoints = gameObject.GetComponentsInChildren(paths[index]);

to

 wayPoints = paths[index].GetComponentsInChildren<Transform>();

But now i have the Problem that he also us the $$anonymous$$ainComponent and add it to the Array of Waypoints. Someone idea how i only can load the Transform of the Childrens? alt text

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