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Question by Caruzo · Apr 15, 2017 at 02:27 PM · if-statementsvoidstatement

Void still running even when if statement is not fulfilled?

Hey guys,

I have an issue where my operation keeps executing even the if statement is not fulfilled.

     public EnemyDetection enemyDetection;
     public LayerMask defaultLayer;
     private NavMeshAgent agent;
 
     // Use this for initialization
     void Start () {
 
         agent = GetComponent<NavMeshAgent> ();
         determinedWaypoint = false;
         laneToFollow = 10;
         enemyDetection = GetComponent<EnemyDetection> ();
     }
 
     void walk(){    
 
         if (enemyDetection.enemiesInRangeFound.Length <= 0) {
 
             agent.destination = targetWayPoint.position;
 
            }
 }

while this script updates the enemiesInRangeFound array:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyDetection : MonoBehaviour {
 
     private Transform myTransform;
     public float radiusOfDetection;
     public LayerMask layerToDetect;
     private WaypointMoving waypingMoving;
 
     public Collider[] enemiesInRangeFound;
 
     // Use this for initialization
     void Start () {
         radiusOfDetection = 25;
         StartCoroutine (waitToLayer ());
     }
     
     // Update is called once per frame
     void Update () {
         
         DetectEnemies ();
 
     }
 
     void DetectEnemies () {
 
         enemiesInRangeFound = Physics.OverlapSphere (transform.position, radiusOfDetection, layerToDetect);
 
 
 
     }
 
     IEnumerator waitToLayer () {
 
         yield return new WaitForSeconds (0.5f);
         if (gameObject.layer == 15) {
 
             layerToDetect = 1 << 17;
 
         }
 
     }
 }


Even though I have a debug that shows me the length of the enemiesInRangeFound gets higher than 0, the MOB still keeps moving (agent.destination = targetwaypoint.position).

This was working before I tweaked the script to be useful for navmeshagent.

Any idea why this is still triggering?

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