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This question was closed Sep 17, 2018 at 01:09 PM by HMcannon.
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Question by HMcannon · Sep 14, 2018 at 03:50 PM · c#animationandroidai

AI Animation problems

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 and still rotate to follow the player. 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 an Android game.

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Answer by jandd661 · Sep 14, 2018 at 04:16 PM

https://answers.unity.com/questions/1553214/enemy-ai-acting-strangely-and-only-animating-on-th.html

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