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Question by uss_enterprise_recruit · May 26, 2016 at 12:49 PM · c#enemyaistealth

enemy not spotting player?

hi!can anyone help me? i am having issues with the enemy ai. whilst it does raise its gun at the player or patrol, for some reason not seem to chase the player. can anyone help me? thanks

 using UnityEngine;
 using System.Collections;
 
 public class EnemyAI : MonoBehaviour 
 {
     public float patrolSpeed = 2f;
     public float chaseSpeed = 5f;
     public float chaseWaitTime = 5f;
     public float patrolWaitTime = 1f;
     public Transform[] patrolWayPoints;
     
     private EnemySight enemySight;
     private NavMeshAgent nav;
     private Transform player;
     private PlayerHealth playerHealth;
     private LastPlayerSighting lastPlayerSighting;
     private float chaseTimer;
     private float patrolTimer;
     private int wayPointIndex;
     
     void Awake ()
     {
         enemySight = GetComponent<EnemySight> ();
         nav = GetComponent<NavMeshAgent> ();
         player = GameObject.FindGameObjectWithTag(Tags.player).transform;
         playerHealth = player.GetComponent<PlayerHealth> ();
         lastPlayerSighting = GameObject.FindGameObjectWithTag (Tags.gameController).GetComponent<LastPlayerSighting> ();
     }
     void Update()
     {
         if (enemySight.playerInSight && playerHealth.health > 0f)
             Shooting ();
         else if (enemySight.personalLastSighting != lastPlayerSighting.resetPosition && playerHealth.health > 0f)
             Chasing ();
         else
             Patrolling ();
         
         
     }
     
     void Shooting()
     {
         nav.Stop ();
         
     }
     
     void Chasing()
     {
         Vector3 sightingDeltaPos = enemySight.personalLastSighting - transform.position;
         if (sightingDeltaPos.sqrMagnitude > 4f)
             nav.destination = enemySight.personalLastSighting;
         
         nav.speed = chaseSpeed;
         
         if (nav.remainingDistance < nav.stoppingDistance) {
             chaseTimer += Time.deltaTime;
             if (chaseTimer > chaseWaitTime) {
                 lastPlayerSighting.position = lastPlayerSighting.resetPosition;
                 enemySight.personalLastSighting = lastPlayerSighting.resetPosition;
                 chaseTimer = 0f;
                 
             }
             
         } else
             chaseTimer = 0f;
         
         
     }
     
     void Patrolling()
     {
         nav.speed = patrolSpeed;
         
         if(nav.destination == lastPlayerSighting.resetPosition || nav.remainingDistance < nav.stoppingDistance) {
             patrolTimer += Time.deltaTime;
             if (patrolTimer >= patrolWaitTime) 
             {
                 if (wayPointIndex == patrolWayPoints.Length - 1)
                     wayPointIndex = 0;
                 else
                     wayPointIndex++;
                 patrolTimer = 0f;
             }
         } 
         else 
             patrolTimer = 0f;
         nav.destination = patrolWayPoints [wayPointIndex].position; 
         
     }
 }



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Answer by ericbegue · May 29, 2016 at 02:49 PM

Hi,

Have a look at Behaviour Tree, it's a great tool to make such AI, in a simpler way.

I'm the author of Panda BT (http://www.pandabehaviour.com), which is a script-based Behaviour Tree engine.

The package contains an examples of the patrol-chase-shoot behaviour among others AIs.

You are welcome on this thread if you have any question.

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