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Question by Omirserik · Jul 15, 2020 at 04:41 PM · animationmovementanimator controllercharacter controllerclick to move

RTS character controller

 public TaskList task;
 public NodeManager.ResourceTypes heldResourceType;
 public ResourceManager RM;
 public bool isGathering;
 public int heldResource;
 public int maxHeldResource;
 public GameObject[] drops;
 private ActionList AL;
 private Animator mAnimator;
 private bool mRunning = false;
 private NavMeshAgent mNaveMeshAgent;
 GameObject targetNode;
 
 void Start()
 {
     mAnimator = GetComponent<Animator>();
     mNaveMeshAgent = GetComponent<NavMeshAgent>();
     StartCoroutine(GatherTick());
     AL = FindObjectOfType<ActionList>();
 }
 void Update()
 {
     if (targetNode == null)
     {
         if (heldResource != 0)
         {
             drops = GameObject.FindGameObjectsWithTag("Drops");
             mNaveMeshAgent.destination = GetClosestDropOff(drops).transform.position;
             drops = null;
             task = TaskList.Delivering;
         }
         else
         {
             task = TaskList.Idle;
         }
     }
     if (heldResource >= maxHeldResource)
     {
         drops = GameObject.FindGameObjectsWithTag("Drops");
         mNaveMeshAgent.destination = GetClosestDropOff(drops).transform.position;
         drops = null;
         task = TaskList.Delivering;
     }
     if (Input.GetMouseButtonDown(1) && GetComponent<Player>().isSelected)
     {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit, 100))
         {
             if(hit.collider.tag == "GroundLayer")
             {
                 AL.Move(mNaveMeshAgent, hit);
                 task = TaskList.Moving;
             }
             else if (hit.collider.tag == "Resource")
             {
                 AL.Move(mNaveMeshAgent, hit);
                 targetNode = hit.collider.gameObject;
                 task = TaskList.Gahtering; 
             }
         }
         if (mNaveMeshAgent.remainingDistance <= mNaveMeshAgent.stoppingDistance)
         {
             mRunning = false;
         }
         else
         {
             mRunning = true;
         }
         mAnimator.SetBool("running", mRunning);
     }
 }
   
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avatar image Omirserik · Jul 15, 2020 at 04:42 PM 0
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GameObject GetClosestDropOff(GameObject[] dropOffs) { GameObject closestDrop = null; float closestDistance = $$anonymous$$athf.Infinity; Vector3 position = transform.position; foreach (GameObject targetDrop in dropOffs) { Vector3 direction = targetDrop.transform.position - position; float distance = direction.sqr$$anonymous$$agnitude; if(distance < closestDistance) { closestDistance = distance; closestDrop = targetDrop; } } return closestDrop; } public void OnTriggerEnter(Collider other) { GameObject hitObject = other.gameObject;

     if (hitObject.tag == "Resource" && task == TaskList.Gahtering)
     {
         isGathering = true;
         hitObject.GetComponent<Node$$anonymous$$anager>().beingGathered++;
         heldResourceType = hitObject.GetComponent<Node$$anonymous$$anager>().resourceType;
     }
     else if(hitObject.tag == "Drops" && task == TaskList.Delivering)
     {
         if(R$$anonymous$$.energy >= R$$anonymous$$.maxEnergy)
         {
             task = TaskList.Idle;
         }
         else
         {
             R$$anonymous$$.energy += heldResource;
             heldResource = 0;
             task = TaskList.Gahtering;
             mNave$$anonymous$$eshAgent.destination = targetNode.transform.position;
         }
     }
 }
 public void OnTriggerExit(Collider other)
 {
     GameObject hitObject = other.gameObject;
     if (hitObject.tag == "Resource")
     {
         hitObject.GetComponent<Node$$anonymous$$anager>().beingGathered--;
         isGathering = false;
     }
 }
 IEnumerator GatherTick()
 {
     while (true)
     {
         yield return new WaitForSeconds(1);
         if (isGathering)
         {
             heldResource++;
         }
     }
 }

}

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Answer by Omirserik · Jul 15, 2020 at 04:44 PM

Hey guys, I am trying to create RTS character controller (build, select, gather resources and ability to move unit as well) Unfortunately character wouldnt move, so it cant really gather or deliver resources. I dont know whether its animator issues or RTS camera, because before my character could move perfectly fine.

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