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This question was closed Jun 12, 2021 at 05:11 PM by NickKnack2008 for the following reason:

Fixed the issue on my own

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Question by NickKnack2008 · Jun 12, 2021 at 03:33 PM · pathfindingnotworking

Simple pathfinding code not working properly. (C#)

My pathfinding code for a game I'm working on isn't working properly, it starts going to the target object, but then just continues going in that direction even if I move the target object. I've checked every possible thing that could be not updating, and I'm at a loss. Here's the code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class enemyController : MonoBehaviour
 {
     
     public GameObject enemy; // Player GameObject and Enemy GameObject
     public GameObject player;
 
     private float prevDistance;
     private float distance;
 
     private float x; // X, Y, and Z of the Enemy GameObject
     private float y;
     private float z;
     private float fakeX; // Extrapolated X, Y, and Z of the current GameObject
     private float fakeY;
     private float fakeZ;
     Vector3 XYZ; // XYZ
     Vector3 fakeXYZ; // Extrapolated XYZ
     int ie;
     void Start()
     {
         
     }
 
     void Update()
     {
         ie = 0;
         x = enemy.transform.position.x;
         y = enemy.transform.position.y;
         z = enemy.transform.position.z;
 
         XYZ = new Vector3 (x,y,z);
         float prevDistance = Vector3.Distance (XYZ, player.transform.position); // CUrrent distance of the Enemy from the Player
 
         for (ie = 0; ie < 4; ie++)
         {
             switch (ie) // Extrapolation code
             {
                 case 0:
                 fakeZ = 0.001f;
                 break;
                 case 1:
                 fakeZ = -0.001f;
                 break;
                 case 2:
                 fakeX = 0.001f;
                 break;
                 case 3:
                 fakeX = -0.001f;
                 break;
             }
 
             fakeXYZ = new Vector3 (enemy.transform.position.x + fakeX, enemy.transform.position.y, enemy.transform.position.z + fakeZ);
             float distance = Vector3.Distance (fakeXYZ, player.transform.position);
 
             if (distance > prevDistance) // If the current extrapolated direction the Enemy is going is getting it closer, go in that direction
             {
                 transform.position = new Vector3 (fakeXYZ.x, fakeXYZ.y, fakeXYZ.x);
             }
             Debug.Log("PD: " + prevDistance + " D: " + distance);
         }
     }
     
 }
 




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