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This question was closed Jul 28, 2019 at 02:51 PM by UltraGearGames for the following reason:

Solved it myself.

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Question by UltraGearGames · Jul 27, 2019 at 06:58 AM · c#aibehaviourbehavior

Why does the script act completely wrong?

Hi there. I am making a hello neighbor clone and i have tried coding a sort of a "State Machine" for the neighbor's AI. I tried basic stuff for now, such as simple patrolling and stretching. However after toying around with this script for quite some time, its seemingly still broken.


The neighbor right now has 3 functional states: Idle, Stretching and Patrolling.


Expected behaviour: Random state is chosen on start. If starts Idle, he waits a certain time of a variable (TimeToWaitAtWaypoint). Then, chooses a random one again. If starts with Stretching, he is supposed to do the animation, and choose a random one again. If patrolling, he is supposed to choose a random waypoint from the array, go to it and when he reaches it, trigger the random state function again.


In-Game behaviour: The neighbor starts out seemingly in tact if he starts with idle or stretching, however if he starts with patrolling, he starts rapidly choosing random waypoints and constantly changing the state to another random one. If he ends up with Idle or Stretching, he does stretch and wait a while, but then when supposed to trigger the random state function, it starts flickering between them all and rapidly choosing random states. I cant figure out why, can someone help?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class NeighborAI : MonoBehaviour
 {
 
     //Navigation
     public GameObject[] Waypoints;
     public float neighborWalkSpeed;
     public float neighborRunSpeed;
     public NavMeshAgent navAgent;
     public GameObject currentDestination;
     public float TimeToWaitAtWaypoint;
 
     //Animation
     public Animator anim;
 
     //Actions
     public AIState _AIState;
     public float MinIdleTime;
     public float MaxIdleTime;
 
     //Sound
     public AudioSource voice;
     public float volume;
     public GameObject chaseMusic;
 
     //Sound clips
     public AudioClip SpotPlayer;
     public AudioClip cleanThroat;
     public AudioClip laugh01;
     public float minRandomVoiceTime;
     public float maxRandomVoiceTime;
     bool CanStartVoiceRoullete;
 
     //State Function variables
     public bool startedIdleStateFunction;
     public bool startedStretchingStateFunction;
 
     void Start()
     {
         RandomBehaviourFunc();
     }
 
     public void RandomBehaviourFunc()
     {
         Debug.Log("Random Behaviour is being chosen!");
         //Random Behaviour
         startedIdleStateFunction = false;
         startedStretchingStateFunction = false;
 
         int RandomBehaviour = Random.Range(1, 3);
         if (RandomBehaviour == 1)
         {
             Debug.Log("State set to Idle");
             _AIState = AIState.Idle;
             StartCoroutine(delayedWaypointChoose());
         }
         else if (RandomBehaviour == 2)
         {
             Debug.Log("State set to stretching.");
             _AIState = AIState.Stretching;
         }
         else if (RandomBehaviour == 3)
         {
             Debug.Log("State set to patrolling.");
             _AIState = AIState.Patrolling;
         }
     }
 
     public enum AIState
     {
         //The AI's states
         Idle,
         Stretching,
         Chasing,
         Patrolling,
         Searching
     }
     
     void Update()
     {
         //Waypoint detection
         Waypoints = GameObject.FindGameObjectsWithTag("NeighborWaypoint");
 
         //Walk Speed
         if(_AIState == AIState.Chasing || _AIState == AIState.Searching)
         {
             navAgent.speed = neighborRunSpeed;
         } else
         {
             navAgent.speed = neighborWalkSpeed;
         }
 
         //Patrolling
         if(_AIState == AIState.Patrolling && _AIState != AIState.Chasing && _AIState != AIState.Stretching && currentDestination == null)
         {
             ChooseWaypoint();
         }
 
         if (currentDestination != null)
         {
             navAgent.destination = currentDestination.transform.position;
         }
 
         //Stretching
         if(_AIState == AIState.Stretching)
         {
             anim.SetBool("isStretching", true);
             anim.SetBool("isIdle", false);
             if (startedStretchingStateFunction == false)
             {
                 if (_AIState != AIState.Patrolling)
                 {
                     StartCoroutine(StretchState());
                     startedStretchingStateFunction = true;
                 }
             }
         }
 
         //Idle
         if (_AIState == AIState.Idle)
         {
             StartCoroutine(IdleState());
         }
 
         //Random voice clips during his idling
         if(CanStartVoiceRoullete)
         {
             int chance = Random.Range(0, 30);
             if(chance == 19)
             {
                 StartCoroutine(voiceRoullete(0));
             }
         }
 
         //Animation
         if(navAgent.velocity.magnitude > 0.1 && _AIState != AIState.Chasing && _AIState != AIState.Stretching)
         {
             anim.SetBool("isWalking", true);
             anim.SetBool("isIdle", false);
         } else if(navAgent.velocity.magnitude < 0.1)
         {
             if (_AIState != AIState.Stretching)
             {
                 anim.SetBool("isIdle", true);
             }
         }
     }
 
     public void ChooseWaypoint()
     {
         currentDestination = Waypoints[Random.Range(0, Waypoints.Length)];
         _AIState = AIState.Patrolling;
     }
 
     IEnumerator voiceRoullete (int voiceClip)
     {
         yield return new WaitForSeconds(Random.Range(minRandomVoiceTime, maxRandomVoiceTime));
         voiceClip = Random.Range(1, 2);
         if(voiceClip == 1)
         {
             voice.PlayOneShot(cleanThroat, volume);
         } else if (voiceClip == 2)
         {
             voice.PlayOneShot(laugh01, volume);
         }
         CanStartVoiceRoullete = true;
     }
 
     IEnumerator delayedWaypointChoose()
     {
         yield return new WaitForSeconds(TimeToWaitAtWaypoint);
         ChooseWaypoint();
     }
 
     IEnumerator StretchState()
     {
         currentDestination = null;
         yield return new WaitForSeconds(10.5f);
         RandomBehaviourFunc();
     }
 
     IEnumerator IdleState()
     {
         currentDestination = null;
         yield return new WaitForSeconds(Random.Range(MinIdleTime, MaxIdleTime));
         RandomBehaviourFunc();
     }
 
     public void OnTriggerEnter(Collider other)
     {
         //Upon entering a waypoint
         if(other.gameObject == currentDestination)
         {
             Debug.Log("Arrived at destination");
             RandomBehaviourFunc();
         }
     }
 }
 

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