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Question by DevDynasty · Jan 31, 2020 at 09:46 AM · positionenemy aipatrol

Patrol enemy going back to origine after reaching a Waypoint

Hello , i'm looking to create a simple patrol script but the differences between the others script I found is I would like this : the eneny go back to origin after reached a waypoint.

I'm stuck because the enemy reach the point but doesn't change his direction ...

 public class PatrolTanks : MonoBehaviour
 {
     public Transform[] patrolPoints;
     public float speed;
     private int currentPatrolIndex;
     private Vector2 directionFlip;
 
     private Vector3 origin;
     private Vector3 currentDestination;
 
     private enum State
     {
         FORWARD,
         BACKWARD
     }
 
     private State currentState;
 
 
     void Start()
     {
         origin = this.transform.position;
         currentPatrolIndex = 0;
         currentDestination = patrolPoints[0].position;
         currentState = State.FORWARD;
         // directionFlip = GetDirectionFlip();
     }
 
     void FixedUpdate()
     {
         if (HasReachedCurrentDestination())
         {
             print("Atteint.");
 
             if (currentState == State.FORWARD)
             {
                 currentDestination = origin;
                 currentState = State.BACKWARD;
                 print("Go back to origin : " + currentDestination + "origin = " + origin);
 
             }
             else
             {
                 currentPatrolIndex++;
                 if (currentPatrolIndex > patrolPoints.Length - 1)
                     currentPatrolIndex = 0;
                 currentDestination = patrolPoints[currentPatrolIndex].position;
                 currentState = State.FORWARD;
                 print("Go to next point : " + currentDestination);
 
             }
         }
 
         // print("GO TO : " + transform.position + " -> " + currentDestination);
         Vector3 newDirection;
         if(State.FORWARD == currentState)
             newDirection = transform.position - currentDestination;
         else 
             newDirection = currentDestination - transform.position;
         transform.Translate(newDirection * Time.fixedDeltaTime * speed);
     }
 
     private bool HasReachedCurrentDestination()
     {
         return Vector3.Distance(transform.position, currentDestination) < 1.0f;
     }
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Answer by LeFlop2001 · Jan 31, 2020 at 10:06 AM

Im nut a 100% sure what you were looking for but thats what I think you meant. using UnityEngine;

 public class Test : MonoBehaviour
 {
     public Vector3[] patrolPoints;
     public float minDistance;
     public float movementSpeed;
 
     int patrolIndex;
     bool returnToStart;
 
     private void Start()
     {
         patrolPoints[0] = transform.position;
         patrolIndex = 1;
     }
     private void Update()
     {
         if (returnToStart)
         {
             Movement(patrolPoints[0]);
         }
         else
         {
             Movement(patrolPoints[patrolIndex]);
         }
     }
 
     void Movement(Vector3 position)
     {
         transform.position += (position - transform.position).normalized * movementSpeed * Time.deltaTime;
         if (Vector3.Distance(transform.position,position) < minDistance && !returnToStart)
         {
             returnToStart = true;
         }
         else if (Vector3.Distance(transform.position, position) < minDistance && returnToStart)
         {
             patrolIndex++;
             returnToStart = false;
             if (patrolIndex == patrolPoints.Length)
             {
                 patrolIndex = 1;
             }
         }
     }
 }
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