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Question by mgravelat · Feb 12, 2019 at 12:29 AM · c#scripting problemscript.navmeshagentpatrol

Unity Navmesh agent patrol and chase player script issues.

I just began scripting for the first time and am completely stuck with trying to convert this script from a simple patrol script to a script where the enemy will leave the patrol and chase the player the second the player comes into his view. Once I figure this all out I can start working on making attack scripts and game state changes.

If anyone can tell me how they would do it or just send me a tutorial, I'd appreciate it. I have seen multiple patrol tutorials but combining the chase script I have with the ray and the patrol script seems to just keep failing. I have worked a few days on this problem but am running out of time and have to work on other parts of the assignment as well.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class NPCSimplePatrol : MonoBehaviour {

 //Dictates whether the agent waits on each node.
 [SerializeField]
 bool _patrolWaiting;

 //The total time we wait at each node.
 [SerializeField]
 float _totalWaitTime = 3f;

 //The probability of switching direction.
 [SerializeField]
 float _switchProbability = 0.2f;

 //The list of all patrol nodes to visit.
 [SerializeField]
 List<Waypoint> _patrolPoints;

 //Private variables for base behaviour.
 UnityEngine.AI.NavMeshAgent _navMeshAgent;
 int _currentPatrolIndex;
 bool _travelling;
 bool _waiting;
 bool _patrolForward;
 float _waitTimer;

 // Use this for initialization
 public void Start()
 {
     _navMeshAgent = this.GetComponent<UnityEngine.AI.NavMeshAgent>();

     if (_navMeshAgent == null)
     {
         Debug.LogError("The nav mesh agent component is not attached to " + gameObject.name);
     }
     else
     {
         if (_patrolPoints != null && _patrolPoints.Count >= 2)
         {
             _currentPatrolIndex = 0;
             SetDestination();
         }
         else
         {
             Debug.Log("Insufficient patrol points for basic patrolling behaviour.");
         }

     }
 }

 
 public void Update()
 {
     Debug.Log(_patrolWaiting);
     //Check if we're close to the destination.
     if (_travelling && _navMeshAgent.remainingDistance <= 1.0f)
     {
         _travelling = false;

         //If we're going to wait, then wait.
         if (_patrolWaiting)
         {
             _waiting = true;
             _waitTimer = 0f;
         }
         else
         {
             ChangePatrolPoint();
             SetDestination();
         }
     }
   
     //Instead if we're waiting.
     if (_waiting)
     {
         _waitTimer += Time.deltaTime;
         if (_waitTimer >= _totalWaitTime)
         {
             _waiting = false;

             ChangePatrolPoint();
             SetDestination();
         }
     }
 }

 private void SetDestination()
 {
     if (_patrolPoints != null)
     {
         Vector3 targetVector = _patrolPoints[_currentPatrolIndex].transform.position;
         _navMeshAgent.SetDestination(targetVector);
         _travelling = true;
     }
 }

 /// <summary>
 /// Selects a new patrol point in the available list, but
 /// also with a small probability allows for us to move forward or backwards.
 /// </summary>
 private void ChangePatrolPoint()
 {
     if (UnityEngine.Random.Range(0f, 1f) <= _switchProbability)
     {
         _patrolForward = !_patrolForward;
     }

     if (_patrolForward)
     {
         _currentPatrolIndex = (_currentPatrolIndex + 1) % _patrolPoints.Count;
     }
     else
     {
         if (--_currentPatrolIndex < 0)
         {
             _currentPatrolIndex = _patrolPoints.Count - 1;
         }       
     }
 }

}

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