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Question by HMcannon · Sep 15, 2018 at 04:16 AM · c#animationandroidbug

Enemy AI not Animating properly and acting strangely.,Enemy AI animations only playing on 1 unit.

I created an enemy AI based on a youtube tutorial and modified it to my requirements. My problem is the AI only animates on the first one i place in the scene. All others only play the default idle anim. After killing the original unit all other stop following the player and stop attacking, but they continue to play the default anim, still rotate to follow the player, and are still killable. Which is very perplexing.

Here is my code using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI;

public class Chase : MonoBehaviour { public GameObject EnemyRay;

 public float damage = 10f;
 public float range = 1f;
 public float detectAngle = 30f;

 public float aiCoolDown = 2f;
 public float aiCoolDownTimer;

 public Transform player;
 static Animator anim;

 [SerializeField] private float detectDistance = 10;
 [SerializeField] private float followDistance = 1;
 [SerializeField] private float attackDistance = 1;

 [SerializeField] float moveSpeed = 1f;

 // Use this for initialization
 void Start ()
 {
     anim = GetComponent<Animator>();
 }
 
 // Update is called once per frame
 void Update ()
 {
     //Attack Clock
     if (aiCoolDownTimer > 0)
     {
         aiCoolDownTimer -= Time.deltaTime;
     }

     if (aiCoolDownTimer < 0)
     {
         aiCoolDownTimer = 0;
     }

     //============================================================================================================
     Vector3 direction = player.position - this.transform.position;
     float angle = Vector3.Angle(direction, this.transform.forward);
     if (Vector3.Distance(player.position, this.transform.position) < detectDistance && angle < detectAngle)
     {
         
         direction.y = 0;

         this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.LookRotation(direction), 0.1f);

         //Ai movement
         anim.SetBool("IsIdle", false);
         if(direction.magnitude > followDistance)
         {
             this.transform.Translate(0, 0, 0.05f * moveSpeed);
             anim.SetBool("IsMoving", true);
             anim.SetBool("IsAttacking", false);
         }
         else
         {
             anim.SetBool("IsMoving", false);
             
         }

         //Ai Attacking
         if (direction.magnitude < attackDistance && aiCoolDownTimer == 0)
         {
             Attack();
             aiCoolDownTimer = aiCoolDown;
             Debug.Log("ai timer started");
         }
     }
     else
     {
         anim.SetBool("IsIdle", true);
         anim.SetBool("IsMoving", false);
         anim.SetBool("IsAttacking", false);
     }
 }

 void Attack()
 {
     RaycastHit hit;
     if (Physics.Raycast(EnemyRay.transform.position, EnemyRay.transform.forward, out hit, range))
     {
         Debug.Log(hit.transform.name);
         anim.SetBool("IsAttacking", true);

         PlayerMovement target = hit.transform.GetComponent<PlayerMovement>();
         if(target != null)
         {
             target.PlayerTakeDamage(damage);
         }
     }
 }

}

And here is the health script

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class EnemyHealth : MonoBehaviour {

 public float health = 100f;

 public PlayerMovement playerMovement;


 // Use this for initialization
 void Start ()
 {
     playerMovement = FindObjectOfType<PlayerMovement>();
 }
 
 // Update is called once per frame
 void Update ()
 {
     if(health == 0)
     {
         Die();
     }
 }

 public void OnTriggerEnter(Collider col)
 {
     if(col.gameObject.name == "SwordCollider")
     {
         health -= playerMovement.damage;
     }
 }

 void Die()
 {
     Destroy(gameObject);
 }

}

Any help with this would be very appreciated. PS this is for android.,I have created an AI script based on a youtube tutorial and have modified to my purpose. But for some reason the animator only works on the first one i place in the scene. all others only play the default idle anim. Also after killing the first one the rest of the others wont follow the player anymore and wont attack anymore, but they still rotate to look at the player and still play the default idle anim.

Here is my script using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI;

public class Chase : MonoBehaviour { public GameObject EnemyRay;

 public float damage = 10f;
 public float range = 1f;
 public float detectAngle = 30f;

 public float aiCoolDown = 2f;
 public float aiCoolDownTimer;

 public Transform player;
 static Animator anim;

 [SerializeField] private float detectDistance = 10;
 [SerializeField] private float followDistance = 1;
 [SerializeField] private float attackDistance = 1;

 [SerializeField] float moveSpeed = 1f;

 // Use this for initialization
 void Start ()
 {
     anim = GetComponent<Animator>();
 }
 
 // Update is called once per frame
 void Update ()
 {
     //Attack Clock
     if (aiCoolDownTimer > 0)
     {
         aiCoolDownTimer -= Time.deltaTime;
     }

     if (aiCoolDownTimer < 0)
     {
         aiCoolDownTimer = 0;
     }

     //============================================================================================================
     Vector3 direction = player.position - this.transform.position;
     float angle = Vector3.Angle(direction, this.transform.forward);
     if (Vector3.Distance(player.position, this.transform.position) < detectDistance && angle < detectAngle)
     {
         
         direction.y = 0;

         this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.LookRotation(direction), 0.1f);

         //Ai movement
         anim.SetBool("IsIdle", false);
         if(direction.magnitude > followDistance)
         {
             this.transform.Translate(0, 0, 0.05f * moveSpeed);
             anim.SetBool("IsMoving", true);
             anim.SetBool("IsAttacking", false);
         }
         else
         {
             anim.SetBool("IsMoving", false);
             
         }

         //Ai Attacking
         if (direction.magnitude < attackDistance && aiCoolDownTimer == 0)
         {
             Attack();
             aiCoolDownTimer = aiCoolDown;
             Debug.Log("ai timer started");
         }
     }
     else
     {
         anim.SetBool("IsIdle", true);
         anim.SetBool("IsMoving", false);
         anim.SetBool("IsAttacking", false);
     }
 }

 void Attack()
 {
     RaycastHit hit;
     if (Physics.Raycast(EnemyRay.transform.position, EnemyRay.transform.forward, out hit, range))
     {
         Debug.Log(hit.transform.name);
         anim.SetBool("IsAttacking", true);

         PlayerMovement target = hit.transform.GetComponent<PlayerMovement>();
         if(target != null)
         {
             target.PlayerTakeDamage(damage);
         }
     }
 }

}

and this is the other script on the AI that deals with health

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class EnemyHealth : MonoBehaviour {

 public float health = 100f;

 public PlayerMovement playerMovement;


 // Use this for initialization
 void Start ()
 {
     playerMovement = FindObjectOfType<PlayerMovement>();
 }
 
 // Update is called once per frame
 void Update ()
 {
     if(health == 0)
     {
         Die();
     }
 }

 public void OnTriggerEnter(Collider col)
 {
     if(col.gameObject.name == "SwordCollider")
     {
         health -= playerMovement.damage;
     }
 }

 void Die()
 {
     Destroy(gameObject);
 }

} Any and all help would be appreciated.

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