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Question by faithbarnettvr · Apr 19, 2021 at 07:48 PM · editor-scriptingpathfindingenemy ai

Patrol Script not Working

For some reason only my chasing aspect of my AI is working, but not the patrol, anyone know why? Thanks!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class EnemyAIV1 : MonoBehaviour
 {
     public NavMeshAgent agent;
     public Animator animator;
     public Transform playerHead;
     public LayerMask whatIsGround, whatIsPlayer;
     // Patrol
     public Vector3 walkPoint;
     bool walkPointSet = false;
     public float walkPointRange;
 
     //Attacking
     public float timeBetweenAttacks;
     bool alreadyAttacked;
 
     //States
     public float sightRange, attackRange;
     public bool playerInSightRange, playerInAttackRange;
 
     private void Awake()
     {
         playerHead = GameObject.Find("XR Rig").transform;
         agent = GetComponent<NavMeshAgent>();
 
     }
     private void Update()
     {
         playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
         playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
 
         if (!playerInSightRange && !playerInAttackRange) {Patroling(); }
         if (playerInSightRange && !playerInAttackRange) {Chasing(); }
         if (!playerInSightRange && !playerInAttackRange) {Attacking(); }
     }
     private void Patroling()
     {
         if (!walkPointSet) 
         { SearchWalkPoint(); }
         if (walkPointSet)
         {
             agent.SetDestination(walkPoint);
             transform.LookAt(walkPoint);
             animator.SetBool("IsWalking",true);
             animator.SetBool("IsHitting", false);
         }
         Vector3 distanceToWalkPoint = transform.position - walkPoint;
         if (distanceToWalkPoint.magnitude < 1f)
         {walkPointSet = false;}
     }
     private void SearchWalkPoint()
     {
         float randZ = Random.Range(-walkPointRange, walkPointRange);
         float randX = Random.Range(-walkPointRange, walkPointRange);
 
         walkPoint = new Vector3(transform.position.x + randX, 0, transform.position.z + randZ);
         if (Physics.Raycast(walkPoint, -1*transform.up, 2f, whatIsGround))
             {
             walkPointSet = true;
             }
         
     }
     private void Chasing()
     {
         agent.SetDestination(playerHead.position);
         transform.LookAt(playerHead.position);
         animator.SetBool("IsWalking",true);
     }
     private void Attacking()
     {
         agent.SetDestination(transform.position);
         animator.SetBool("IsWalking", false);
         animator.SetBool("IsHitting", true);
         transform.LookAt(playerHead);
 
         if (!alreadyAttacked)
         {
             alreadyAttacked = true;
             Invoke(nameof(ResetAttack), timeBetweenAttacks);
         
         }
     }
 
     private void ResetAttack()
     {
         alreadyAttacked = false;
     }
 }
 
 

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