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Question by Hanshen · Nov 24, 2020 at 08:41 AM · uienemy aifps controllerpause menu

Issues with pause menu, even when I pause the game enemy AIs still flow to the player (no animation) if it's pursing the player.

I'm working on a game using the FPS controller and enemy objects. Enemy AI and the FPS controller both have a capsule collider, and if two collide, it will cause damage to the player's HP. But when I run it, if the enemy is pursuing the player, even if I press ESC to pause the scene, the enemy objects still flow toward the player (no animations or attack move executed), it will stop next to the player. When I unpause the scene, then it immediately starts attacking (since it flow to the player's position) and causing damage to the player. I don't know how every object in the scene is not paused using Time.timeScale = 0f; Please help!

This is my PauseMenu script, attached to the Canvas of each scene.

 public static bool GameIsPaused = false;
 public GameObject pauseMenuUI;
 public FirstPersonAIO myFPSAIO;

 void Start()
 {
     
 }

 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         if(GameIsPaused)
         {
             Resume();
         }
         else
         {
             Pause();
         }
     }
 }

 public void Resume()
 {
     print("Inside resume");
     pauseMenuUI.SetActive(false);
     Time.timeScale = 1f;
     GameIsPaused = false;
     myFPSAIO.ControllerSetPause(false);

 }

 void Pause()
 {
     pauseMenuUI.SetActive(true);
     GameIsPaused = true;
     myFPSAIO.ControllerSetPause(true);
     Time.timeScale = 0f;
 }

 public void LoadMenu()
 {
     Time.timeScale = 1f;//Return to beta menu
     //print("Loading Menu");
     SceneManager.LoadScene("BetaMenu");

 }

 public void QuitGame()
 {
     //print("Quit Game");
     Application.Quit();
 }

}

And this is my enemy script. It will start following the player after it enters a certain distance and starts attacking once it's close to the player (both FPS controller and enemy objects has a capsule collider)

 public float speed;
 public Transform player;
 Animator anim;

 void Start()
 {
     anim = GetComponent<Animator>();

 }

 void Update()
 {
     //If want the enemy to have limited angle of vision, use this code, and remove it from if statement
     //Vector3 direction = player.position - this.transform.position;
     //float angle = Vector3.Angle(direction, this.transform.forward);
     if (Vector3.Distance(player.position, this.transform.position) < 10 /*&& angle < 30*/)//If player get closer than 10 then follow
     {
         Vector3 direction = player.position - this.transform.position;
         direction.y = 0;

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

         anim.SetBool("isIdle", false);
         if (direction.magnitude > 5)//If player are further than 5 then stop follow
         {
             this.transform.Translate(0, 0, speed);
             anim.SetBool("isWalking", true);
             anim.SetBool("isAttacking", false);
         }
         else
         {
             anim.SetBool("isAttacking", true);
             anim.SetBool("isWalking", false);
         }
     }
     else
     {
         anim.SetBool("isIdle", true);
         anim.SetBool("isWalking", false);
         anim.SetBool("isAttacking", false);
     }
 }

}

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