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Question by lukamonostone · Nov 28, 2020 at 11:52 AM · ainpcwaypointswaypoint systemfinite-state-machine

Several NPC with waypoints

Hello! I am making several NPC (enemies) with states and waypoint system in different parts of the terrain. Right now, I did one npc, but I stack with choosing how to make several - will it be better to create for each NPC specific waypoints with specific tags (like firstWaypoints, secondWaypoints) or there are some way to make it better? Code for waypoints:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System.Linq; 
 
 public class GameEnvironment : MonoBehaviour
 {
     // Private list for storing waypoints for enemy
     private List<GameObject> firstWaypoints = new List<GameObject>();
     // Usage of getter to return a list of waypoints 
     public List<GameObject> Waypoints { get { return firstWaypoints; } } 
     // Singleton pattern
     public static GameEnvironment Instance { set; get; }
 
     private void Awake()
     {
         if(Instance == null)
         {
             // Reference to the object itself
             Instance = this;
             DontDestroyOnLoad(this.gameObject);
 
             // Search all waypoints with tag
             Instance.Waypoints.AddRange(GameObject.FindGameObjectsWithTag("FirstWaypoint"));
             // Sort them to have a correct path
             Instance.firstWaypoints = Instance.firstWaypoints.OrderBy(firstWaypoint => firstWaypoint.name).ToList();
             //Debug.Log("number of waypoints:" + Instance.waypoints.Count);
         } else
         {
             Destroy(this.gameObject);
         }
         Debug.Log("Waypoints:" + Waypoints[1]+","+ Waypoints[2]+","+ Waypoints[3]);
         Debug.Log("Waypoint:" + firstWaypoints[1]+","+ firstWaypoints[2]+","+ firstWaypoints[3]);
 
     }
 }
 


And state "Patrol": public override void Update() { // Distance before waypoint if (agent.remainingDistance < 1) { if (currentIndex >= GameEnvironment.Instance.Waypoints.Count - 1) currentIndex = 0; else currentIndex++;

             agent.SetDestination(GameEnvironment.Instance.Waypoints[currentIndex].transform.position);
         }
         if(CanSeePlayer())
         {
             Debug.Log("Player is visible, pursue");
             nextState = new Pursue(npc, agent, anim, player);
             stage = EVENT.EXIT;
         }
         //base.Update();
     }
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Answer by TjazS · Dec 10, 2020 at 07:48 PM

Check out this video https://www.youtube.com/watch?v=TJCOC0gcU4k. I used it in one of my games but I couldn`t find it. All you need to do is insted of Vector move forward use NavMeshAgent.SetDestination(current.position). Hopefully it helps.

USSLES STUF: But the thing is that loops so if you want to go with just one run you will need to find it yourself, beacuse i don`t know how to do it beacuse im developing game just for 5 months now :D.

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avatar image TjazS · Dec 10, 2020 at 07:53 PM 0
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@lukamonostone I forgot to notify you :D

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