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Question by xephin2004 · Oct 06, 2015 at 02:13 PM · movementaisendmessagenpcbroadcastmessage

SendMessage/BroadcastMessage has no receiver EnemyAI to NPCMovement

alt text here is the movement script:

 [RequireComponent(typeof(CharacterController))]
 public class NPCMovement : MonoBehaviour 
 {
     public enum State
     {
         _Idle,
         _Initialize,
         _Setup,
         _Action
     }
     public enum MoveVertical
     {
         Down = -1,
         None = 0,
         Up = 1
     }
     public MoveVertical _MoveVertical = 0;
     public enum MoveHorizontal
     {
         Left = -1,
         None = 0,
         Right = 1
     }
     public MoveHorizontal _MoveHorizontal = 0;
     //Enemy Movement
     public Transform _NPCPrefab;
     public CharacterController NPCMove;
     private Vector2 _Move = Vector2.zero;
     //Bools
     public bool Run = false;
     public bool Slow = false;
     //Move Speeds
     public float NPCSlowSpeed = 0.75f;
     public float NPCWalkSpeed = 1.5f;
     public float NPCRunSpeed = 3.0f;
 
     private State _State;
     //------------------------------------------
     void Awake () 
     {
         _NPCPrefab = transform;
         NPCMove = this.GetComponent<CharacterController>();
         _State = NPCMovement.State._Initialize;
     }
     //------------------------------------------
     IEnumerator Start () 
     {
         while(true)
         {
             switch(_State)
             {
             case State._Initialize:
                 Initialize();
                 break;
             case State._Setup:
                 Setup();
                 break;
             case State._Action:
                 Action();
                 break;
             default:
                 break;
             }
             yield return null;
         }
     }
     //------------------------------------------
     void Update ()
     {
 
     }
     void Action()
     {
         Moving();
     }
     void Initialize()
     {
         if(!GetComponent<CharacterController>())
         {
             return;
         }
         _State = NPCMovement.State._Setup;
     }
     void Setup()
     {
         _Move = Vector2.zero;
         Run = false;
         _State = NPCMovement.State._Action;
     }
     private void Moving()
     {
         _Move = new Vector2((int)_MoveHorizontal, (int)_MoveVertical);
         _Move = _NPCPrefab.TransformDirection(_Move).normalized;
         _Move *= NPCWalkSpeed;
         NPCMove.Move(_Move * Time.deltaTime);
     }
 }




here is the section I'm getting the error in my enemy ai script:

   if(distance >= StopRange)
             {
                 if(Direction.x > 0 && Direction.y > 0)
                 {
                     BroadcastMessage("MoveHorizontal", NPCMovement.MoveHorizontal.Right);
                     BroadcastMessage("MoveVertical", NPCMovement.MoveVertical.Up);
                 }
                 if (Direction.x < 0 && Direction.y < 0)
                 {
                     BroadcastMessage("MoveHorizontal", NPCMovement.MoveHorizontal.Left);
                     BroadcastMessage("MoveVertical", NPCMovement.MoveVertical.Down);
                 }
         }

ive used both send and broadcast but get simular errors I can move the enemy manully thru the inspector

screenshot-222.png (71.8 kB)
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Answer by xephin2004 · Oct 06, 2015 at 06:39 PM

so instead of trying to send a message to my enums, I'm guess you cant, I made indivdual functions for moving up left right and down and used sendmessage to those in NPCMovement

        public void MoveUp()
         {
             _Move = new Vector2((int)MoveHorizontal.None, (int)MoveVertical.Up);
             _Move = _NPCPrefab.TransformVector(_Move).normalized;
             _Move *= NPCWalkSpeed;
             NPCMove.Move(_Move * Time.deltaTime);
         }

and in enemy AI

             Vector2 Direction = (Target.transform.position - Enemy.position);
             float distance = Vector2.Distance(Target.position, Enemy.position);
             if(distance >= StopRange)
             {
                 if(Direction.x > 0 && Direction.y > 0)
                 {
                     SendMessage("MoveRight", NPCMovement.MoveHorizontal.Right);
                     SendMessage("MoveUp", NPCMovement.MoveVertical.Up);
                 }

the enemy now follows the player around till the player is out of range just as intended

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Answer by GlatiatorRX · Oct 06, 2015 at 05:11 PM

It looks like you do not have an actual function named "MoveVertical" or "MoveHorizontal" in your code. You have enums defined, but in order for BroadcastMessage, you need to input a function name in those quotations. Not just enum names.

If you are looking to simply update the vertical or horizontal values you have there, make a setter call kind of function. So like this:

 public void MoveNPCHorizontal(NPCMovement.MoveHorizontal inHorizontalMovement)
 {
     _MoveHorizontal = inHorizontalMovement;
 }
 
 public void MoveNPCVertical(NPCMovement.MoveVertical inVerticalMovement)
 {
     _MoveVertical = inVerticalMovement;
 }

And then call the function like this:

 if(Direction.x > 0 && Direction.y > 0)
 {
     BroadcastMessage("MoveNPCHorizontal", NPCMovement.MoveHorizontal.Right);
     BroadcastMessage("MoveNPCVertical", NPCMovement.MoveVertical.Up);
 }
 if (Direction.x < 0 && Direction.y < 0)
 {
     BroadcastMessage("MoveNPCHorizontal", NPCMovement.MoveHorizontal.Left);
     BroadcastMessage("MoveNPCVertical", NPCMovement.MoveVertical.Down);
 }

I have not used broadcast message much, so I cannot say if it will work, but if it does, great! If not, I'll be around more if there is still an issue. Good luck!

~ Matt

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avatar image Theof · Feb 16, 2019 at 12:35 PM 0
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Good tip!

Btw, your answer should take the praise. Not the issuer of the question that read your answer and then posted the corrected code, and never thanked!

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