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Question by ohkayem · Dec 19, 2017 at 07:58 AM · aiarraysarraylistwaypoint system

Instantiated Enemy to Recognise Array of Waypoints

Dear Coders, I have coded for Waypoints to be Instantiated at random points along my plane :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System.Linq;
 
 public class WaypointManager : MonoBehaviour {
 
     public Transform wayPointManager; 
     public GameObject wayPoint; 
     public List<GameObject> wayPoints = new List<GameObject>();
 
     public float timer;
     float x; 
     float y;
     float z; 
 
     void Start ()
     {
 
         wayPoint = GameObject.FindGameObjectWithTag("WayPoint");
 
         wayPoints.Add (wayPoint); 
 
 
     }
 
     void Update (){
 
         x = Random.Range(-500, 500);
         y = Random.Range (1, 5); 
         z = Random.Range(-500, 500);
 
         timer += Time.deltaTime;
 
         if (timer > 1.0f) {
             GenerateARandomWayPoint (); 
             timer = 0f;
         }
 
         if (wayPoints == null || wayPoints.Count == 0)
         {
             wayPoints.Add (GenerateARandomWayPoint());
         }
 
     }
 
     public GameObject GenerateARandomWayPoint(){
 
 
 
         bool setRelativeToWorld = true; 
         GameObject clone = Instantiate (wayPoint,wayPointManager,setRelativeToWorld) as GameObject;
         //Instantiate (wayPoint,wayPointManager,setRelativeToWorld) as GameObject;
         wayPoint.transform.position = new Vector3 (x,y,z);
         return clone; 
 
     }
 }

I am trying to code for instantiated enemies to recognise these waypoints and navigate along the waypoints randomly. I'm having quite a bit of difficulty with this step and the script for enemy waypoint recognition is as follows :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class  RandomEnemyWander : MonoBehaviour {
 
     public float timer;
     private NavMeshAgent patrol; 
     public GameObject [] points; 
 
 
     void Start ()
     {
 
         patrol = GetComponent<NavMeshAgent> ();
 
         GameObject [] points = GameObject.FindGameObjectsWithTag("WayPoint");
 
         Transform[] wayPoints = new Transform [points.Length]; 
 
         for (int i = 0; i < points.Length; i++) {
 
             wayPoints [i] = points [i].transform;
         }
 
     }
 
     void Update ()
     {
         wayPointList (); 
 
     }
 
     void wayPointList ()
     {
 
         GameObject[] points = GameObject.FindGameObjectsWithTag ("WayPoint");
 
         Transform[] wayPoints = new Transform [points.Length]; 
 
         for (int i = 0; i < points.Length; i++) {
 
             wayPoints [i] = points [i].transform;
 
         }
     }
 }

So in essence I want the enemy to recognise when a waypoint has been generated and to add this to a list of waypoints that it can randomly follow. Could somebody help? Thanks!

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Answer by KittenSnipes · Dec 19, 2017 at 02:06 PM

@ohkayem Well once you have the transforms location it as easy as doing:

 patrol.SetDestination(wayPoint.transform.position);
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Answer by ohkayem · Dec 19, 2017 at 10:20 PM

@KittenSnipes

I've incorporated this into the code but it doesn't seem to run.

error : The name `wayPoints' does not exist in the current context

Any suggestions?

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