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Question by
samuelcoop59 · May 03 at 01:21 PM ·
navmeshbeginnerboolean
Help understanding when a boolean is set to true
private void Patroling()
{
if (m_PlayerNear)
{
// Check if the enemy detect near the player, so the enemy will move to that position
if (m_TimeToRotate <= 0)
{
Move(speedWalk);
LookingPlayer(playerLastPosition);
}
else
{
// The enemy wait for a moment and then go to the last player position
Stop();
m_TimeToRotate -= Time.deltaTime;
}
}
can anyone tell me where the bool m_PlayerNear is actually set to true.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class AIController : MonoBehaviour
{
public NavMeshAgent navMeshAgent; // Nav mesh agent component
public float startWaitTime = 4; // Wait time of every action
public float timeToRotate = 2; // Wait time when the enemy detect near the player without seeing
public float speedWalk = 6; // Walking speed, speed in the nav mesh agent
public float speedRun = 9; // Running speed
public float viewRadius = 15; // Radius of the enemy view
public float viewAngle = 90; // Angle of the enemy view
public LayerMask playerMask; // To detect the player with the raycast
public LayerMask obstacleMask; // To detect the obstacules with the raycast
public float meshResolution = 1.0f; // How many rays will cast per degree
public int edgeIterations = 4; // Number of iterations to get a better performance of the mesh filter when the raycast hit an obstacule
public float edgeDistance = 0.5f; // Max distance to calcule the a minumun and a maximum raycast when hits something
public Transform[] waypoints; // All the waypoints where the enemy patrols
int m_CurrentWaypointIndex; // Current waypoint where the enemy is going to
Vector3 playerLastPosition = Vector3.zero; // Last position of the player when was near the enemy
Vector3 m_PlayerPosition; // Last position of the player when the player is seen by the enemy
float m_WaitTime; // Variable of the wait time that makes the delay
float m_TimeToRotate; // Variable of the wait time to rotate when the player is near that makes the delay
bool m_playerInRange; // If the player is in range of vision, state of chasing
bool m_PlayerNear; // If the player is near, state of hearing
bool m_IsPatrol; // If the enemy is patrol, state of patroling
bool m_CaughtPlayer; // if the enemy has caught the player
void Start()
{
m_PlayerPosition = Vector3.zero;
m_IsPatrol = true;
m_CaughtPlayer = false;
m_playerInRange = false;
m_PlayerNear = false;
m_WaitTime = startWaitTime; // Set the wait time variable that will change
m_TimeToRotate = timeToRotate;
m_CurrentWaypointIndex = 0; // Set the initial waypoint
navMeshAgent = GetComponent<NavMeshAgent>();
navMeshAgent.isStopped = false;
navMeshAgent.speed = speedWalk; // Set the navemesh speed with the normal speed of the enemy
navMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position); // Set the destination to the first waypoint
}
private void Update()
{
EnviromentView(); // Check whether or not the player is in the enemy's field of vision
if (!m_IsPatrol)
{
Chasing();
}
else
{
Patroling();
}
}
private void Chasing()
{
// The enemy is chasing the player
m_PlayerNear = false; // Set false that hte player is near beacause the enemy already sees the player
playerLastPosition = Vector3.zero; // Reset the player near position
if (!m_CaughtPlayer)
{
Move(speedRun);
navMeshAgent.SetDestination(m_PlayerPosition); // set the destination of the enemy to the player location
}
if (navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance) // Control if the enemy arrive to the player location
{
if (m_WaitTime <= 0 && !m_CaughtPlayer && Vector3.Distance(transform.position, GameObject.FindGameObjectWithTag("Player").transform.position) >= 6f)
{
// Check if the enemy is not near to the player, returns to patrol after the wait time delay
m_IsPatrol = true;
m_PlayerNear = false;
Move(speedWalk);
m_TimeToRotate = timeToRotate;
m_WaitTime = startWaitTime;
navMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position);
}
else
{
if (Vector3.Distance(transform.position, GameObject.FindGameObjectWithTag("Player").transform.position) >= 2.5f)
// Wait if the current position is not the player position
Stop();
m_WaitTime -= Time.deltaTime;
}
}
}
private void Patroling()
{
if (m_PlayerNear)
{
// Check if the enemy detect near the player, so the enemy will move to that position
if (m_TimeToRotate <= 0)
{
Move(speedWalk);
LookingPlayer(playerLastPosition);
}
else
{
// The enemy wait for a moment and then go to the last player position
Stop();
m_TimeToRotate -= Time.deltaTime;
}
}
else
{
m_PlayerNear = false; // The player is no near when the enemy is platroling
playerLastPosition = Vector3.zero;
navMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position); // Set the enemy destination to the next waypoint
if (navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance)
{
// If the enemy arrives to the waypoint position then wait for a moment and go to the next
if (m_WaitTime <= 0)
{
NextPoint();
Move(speedWalk);
m_WaitTime = startWaitTime;
}
else
{
Stop();
m_WaitTime -= Time.deltaTime;
}
}
}
}
private void OnAnimatorMove()
{
}
public void NextPoint()
{
m_CurrentWaypointIndex = (m_CurrentWaypointIndex + 1) % waypoints.Length;
navMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position);
}
void Stop()
{
navMeshAgent.isStopped = true;
navMeshAgent.speed = 0;
}
void Move(float speed)
{
navMeshAgent.isStopped = false;
navMeshAgent.speed = speed;
}
void CaughtPlayer()
{
m_CaughtPlayer = true;
}
void LookingPlayer(Vector3 player)
{
navMeshAgent.SetDestination(player);
if (Vector3.Distance(transform.position, player) <= 0.3)
{
if (m_WaitTime <= 0)
{
m_PlayerNear = false;
Move(speedWalk);
navMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position);
m_WaitTime = startWaitTime;
m_TimeToRotate = timeToRotate;
}
else
{
Stop();
m_WaitTime -= Time.deltaTime;
}
}
}
void EnviromentView()
{
Collider[] playerInRange = Physics.OverlapSphere(transform.position, viewRadius, playerMask); // Make an overlap sphere around the enemy to detect the playermask in the view radius
for (int i = 0; i < playerInRange.Length; i++)
{
Transform player = playerInRange[i].transform;
Vector3 dirToPlayer = (player.position - transform.position).normalized;
if (Vector3.Angle(transform.forward, dirToPlayer) < viewAngle / 2)
{
float dstToPlayer = Vector3.Distance(transform.position, player.position); // Distance of the enmy and the player
if (!Physics.Raycast(transform.position, dirToPlayer, dstToPlayer, obstacleMask))
{
m_playerInRange = true; // The player has been seeing by the enemy and then the nemy starts to chasing the player
m_IsPatrol = false; // Change the state to chasing the player
}
else
{
/*
* If the player is behind a obstacle the player position will not be registered
* */
m_playerInRange = false;
}
}
if (Vector3.Distance(transform.position, player.position) > viewRadius)
{
/*
* If the player is further than the view radius, then the enemy will no longer keep the player's current position.
* Or the enemy is a safe zone, the enemy will no chase
* */
m_playerInRange = false; // Change the sate of chasing
}
if (m_playerInRange)
{
/*
* If the enemy no longer sees the player, then the enemy will go to the last position that has been registered
* */
m_PlayerPosition = player.transform.position; // Save the player's current position if the player is in range of vision
}
}
}
}
Comment
Answer by Bunny83 · May 03 at 02:22 PM
Well, it's never set to true, at least nowhere in the code you provided. We can't really say anything more than that. If this is from some kind of tutorial, you may have not completed it or you missed that part, somehow.
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