Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by rdmartyr7 · Mar 11, 2020 at 01:15 PM · c#enemy aipatrolwaypoint system

How do I keep the enemies from moving to waypoints in other rooms?

Hello, I'm using waypoints to have the enemies patrolling the dungeon rooms they are in. Currently though If I put waypoints in a separate room then all the enemies register those waypoints as well and try adding them to their patrol zone...so currently everyone is moving against a brick wall...literally. How would I go about having them register only waypoints in a given radius of the enemy? I'm assuming something with Random.Range but I have no idea how I'd write that or where I'd at that. Below is the script I'm using for the enemy AI.

namespace UnityStandardAssets.Characters.ThirdPerson { public class EnemySight : MonoBehaviour { [SerializeField] Animator enemyAnim;

     public NavMeshAgent agent;
     public ThirdPersonCharacter character;

     //Anim bools
     private bool IsWalking;
     private bool IsDead;
     private bool IsAttacking;
     
     //enemy health
     public float eLife;
     public enum State
     {
         PATROL,
         CHASE,
         INVESTIGATE
     }

     public State state;
     private bool alive;

     //Variables for patrolling
     public GameObject[] waypoints;
     private int waypointInd;
     public float patrolSpeed = 0.5f;

     //Variables for Chasing
     public float chaseSpeed = 1f;
     public GameObject target;

     //Variables for Investigating
     private Vector3 investigateSpot;
     private float timer = 0;
     public float investigateWait = 10;

     //Variables for Sight
     public float heightMultiplier;
     public float sightDist = 10;

     private void Start()
     {
         //sets up enemy AI states
         agent = GetComponent<NavMeshAgent>();
         character = GetComponent<ThirdPersonCharacter>();
         agent.updatePosition = true;
         agent.updateRotation = false;

         //sets up waypoints
         waypoints = GameObject.FindGameObjectsWithTag("Waypoint");
         waypointInd = Random.Range(0, waypoints.Length);
         state = EnemySight.State.PATROL;

         alive = true;

         //anim bools for enemy
         enemyAnim.SetBool("IsWalking", false);
         enemyAnim.SetBool("IsDead", false);
         enemyAnim.SetBool("IsAttacking", false);
         

         //sets up state machine
         StartCoroutine(FSM());

     }

     private void Update()
     {
         if (eLife == 0)
         {
             eDeath();
         }
     }

     IEnumerator FSM()
     {
         while (alive)
         {
             switch (state)
             {
                 case State.PATROL:
                     Patrol();
                     break;
                 case State.CHASE:
                     Chase();
                     break;
                 case State.INVESTIGATE:
                     Investigate();
                     break;
             }
             yield return null;
         }
     }

     void Patrol()
     {
         agent.speed = patrolSpeed;
         if (Vector3.Distance(this.transform.position, waypoints[waypointInd].transform.position) >= 2)
         {
             agent.SetDestination(waypoints[waypointInd].transform.position);
             character.Move(agent.desiredVelocity, false, false);
         }
         else if (Vector3.Distance(this.transform.position, waypoints[waypointInd].transform.position) <= 2)
         {
             waypointInd = Random.Range(0, waypoints.Length);
         }
         else
         {
             character.Move(Vector3.zero, false, false);
         }
         enemyAnim.SetBool("IsWalking", true);
     }

     void Chase()
     {
         agent.speed = chaseSpeed;
         agent.SetDestination(target.transform.position);
         character.Move(agent.desiredVelocity, false, false);
     }

     void Investigate()
     {
         timer += Time.deltaTime;
         RaycastHit hit;
         Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, transform.forward * sightDist, Color.green);
         Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward + transform.right).normalized * sightDist, Color.green);
         Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward - transform.right).normalized * sightDist, Color.green);
         if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, transform.forward, out hit, sightDist))
         {
             if (hit.collider.gameObject.tag == "Player")
             {
                 state = EnemySight.State.CHASE;
                 target = hit.collider.gameObject;
             }
         }
         if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, (transform.forward + transform.right).normalized, out hit, sightDist))
         {
             if (hit.collider.gameObject.tag == "Player")
             {
                 state = EnemySight.State.CHASE;
                 target = hit.collider.gameObject;
             }
         }
         if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, (transform.forward - transform.right).normalized, out hit, sightDist))
         {
             if (hit.collider.gameObject.tag == "Player")
             {
                 state = EnemySight.State.CHASE;
                 target = hit.collider.gameObject;
             }
         }
         agent.SetDestination(this.transform.position);
         character.Move(Vector3.zero, false, false);
         transform.LookAt(investigateSpot);
         if (timer >= investigateWait)
         {
             state = EnemySight.State.PATROL;
             timer = 0;
         }
     }
     void OnTriggerEnter(Collider coll)
     {
         if (coll.tag == "Player")
         {
             state = EnemySight.State.INVESTIGATE;
             investigateSpot = coll.gameObject.transform.position;
         }
     }

     public void OnCollisionEnter(Collision other)
     {
         if (other.gameObject.tag == "Fire")//damages enemy
         {
             eLife--;
         }
         //calls attack animation
         if (other.gameObject.tag == "Player")
         {
             enemyAnim.SetBool("IsWalking", false);
             enemyAnim.SetBool("IsAttacking", true);
         }

     }

     public void OnCollisionExit(Collision other)
     {
         //stops attack animation adn starts walking animation
         if (other.gameObject.tag == "Player")
         {
             enemyAnim.SetBool("IsAttacking", false);
             enemyAnim.SetBool("IsWalking", true);
         }
     }
     void eDeath()
     {
         enemyAnim.SetBool("IsWalking", false);
         enemyAnim.SetBool("IsDead", true);
         //enemyAnim.Play("Dead");
         Destroy(this.gameObject, 3.5f);
     }

 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by ShadyProductions · Mar 11, 2020 at 01:27 PM

What you actually should be doing is keeping a list of waypoints per room, and assign these to the enemies based on, in which room the enemy is. that way you shouldn't be having these kinds of issues.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image rdmartyr7 · Mar 13, 2020 at 11:21 AM 0
Share

So...an Index? how would I separate the index per room though? Or are am I overthinking and you mean to just manually add the waypoints to the enemies ins$$anonymous$$d of them automatically detecting them?

avatar image ShadyProductions rdmartyr7 · Mar 13, 2020 at 01:16 PM 0
Share

$$anonymous$$ake a class for your rooms that have waypoints specific to that room defined in them:

 public class Room
 {
     public List<Vector3> Waypoints;
 }

Assu$$anonymous$$g you have then somewhere a list of rooms and a method for spawning your enemies per room you can do something like this:

 public class Dungeon
 {
     public List<Room> Rooms;
 
     public void SpawnEnemies() 
     {
         foreach (var room in Rooms)
         {
             // Assu$$anonymous$$g you have a class Enemy with waypoints
             var enemy = Instantiate<Enemy>(enemyPrefab, position, Quaternion.identity);
             enemy.Waypoints = room.Waypoints; // Assign room's waypoints to the enemy
         }
     }
 }

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

695 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Looping Between Waypoints 1 Answer

Enemy stopped at first waypoints. 1 Answer

Enemy Combat AI 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges