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Question by
Thatlegoguy · Jan 22, 2021 at 10:21 AM ·
movementcharactercontrollerdistance
Gameobject stops moving and weird print statement response
I made a gameobject - called a Villager - which travels on this path made of nodes, which are empty gameobjects that coincide with the first mentioned. The Villager has a character controller, which I use to move it.
below is part of the code responsible for moving it:
private void MoveVillagerAlongPath()
{
SetDistToNextNode();
if (distToNextNode > prevDist)
{
ChangeDirection();
SetDistToNextNode();
transform.localPosition = SetXZPosition(path[currentNode].localPosition, transform.localPosition.y);
transform.rotation = Quaternion.LookRotation(dirToNextNode, Vector3.up);
}
// test //
// end test //
print("new direction: " + dirToNextNode +
", current node: " + currentNode +
"\ncurrent move state: " + curMoveState +
", distance to next node: " + distToNextNode
);
prevDist = distToNextNode;
print(c.Move(dirToNextNode * Time.deltaTime * moveSpeed));
}
when I print the call to c.Move(...), it doesn't print anything to the console UNTIL the Villager is travelling in the reverse direction (it's supposed to do that), and is a distance of 1.07999... units from the first node, when the Villager suddenly stops moving. The print statement in the console says "Sides". What is going on here? I'll have the complete c# script below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VillagerAI : MonoBehaviour
{
enum MoveState
{
forward,
backward
}
enum MovePattern
{
backAndForth,
curcuit
}
[SerializeField] Transform player;
[SerializeField] Transform[] path;
[SerializeField] MovePattern movePattern1 = MovePattern.backAndForth;
CharacterController c;
[SerializeField] float moveSpeed = 1f;
[Tooltip("The angle to check against to see if player is in the field of view")]
[SerializeField] float testAngle = 90f;
[Tooltip("The distance to check against to see if the player is in range")]
[SerializeField] float testDist = 8f;
// The 'y' rotation of the player from the enemy
float rotationToPlayer = 0f;
// The distance from the enemy
float distFromVillager = 0f;
int currentNode = 0;
Vector3 dirToNextNode;
float distToNextNode;
float prevDist = 0f;
MoveState curMoveState;
// Start is called before the first frame update
void Start()
{
SetDistToNextNode();
prevDist = distToNextNode;
curMoveState = MoveState.forward;
c = GetComponent<CharacterController>();
transform.position = SetXZPosition(path[0].position, transform.position.y);
dirToNextNode = (path[currentNode + 1].localPosition - path[currentNode].localPosition).normalized;
transform.rotation = Quaternion.LookRotation(dirToNextNode, Vector3.up);
}
// Update is called once per frame
void Update()
{
rotationToPlayer = Quaternion.LookRotation(player.position - transform.position, Vector3.up).eulerAngles.y - transform.rotation.eulerAngles.y;
distFromVillager = (player.position - transform.position).magnitude;
if ((rotationToPlayer < testAngle && rotationToPlayer > -testAngle) && distFromVillager < testDist)
{
// when the villager spots the player
}
MoveVillagerAlongPath();
}
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
for(int i = 0; i < path.Length - 1; i++)
{
Gizmos.DrawLine(path[i].position, path[i+1].position);
}
}
// sets the 'x' and 'z' position of this transform. the 'y' is the 'y' position of the Vector3 being set.
private Vector3 SetXZPosition(Vector3 pos, float y)
{
return new Vector3(pos.x, y, pos.z);
}
// distance from 'transform.localPosition' to 'toPos'
private Vector3 GetXZDistance(Vector3 toPos)
{
return new Vector3(toPos.x - transform.localPosition.x, 0, toPos.z - transform.localPosition.z);
}
private void MoveVillagerAlongPath()
{
SetDistToNextNode();
if (distToNextNode > prevDist)
{
ChangeDirection();
SetDistToNextNode();
transform.localPosition = SetXZPosition(path[currentNode].localPosition, transform.localPosition.y);
transform.rotation = Quaternion.LookRotation(dirToNextNode, Vector3.up);
}
// test //
// end test //
print("new direction: " + dirToNextNode +
", current node: " + currentNode +
"\ncurrent move state: " + curMoveState +
", distance to next node: " + distToNextNode
);
prevDist = distToNextNode;
print(c.Move(dirToNextNode * Time.deltaTime * moveSpeed));
}
private void ChangeDirection()
{
if (curMoveState == MoveState.forward)
{
MakeDirectionForward();
}
else if (curMoveState == MoveState.backward)
{
MakeDirectionBackward();
}
}
private void MakeDirectionForward()
{
currentNode++;
if (currentNode < path.Length - 1)
{
dirToNextNode = (path[currentNode + 1].localPosition - path[currentNode].localPosition).normalized;
}
else
{
curMoveState = MoveState.backward;
dirToNextNode = (path[currentNode - 1].localPosition - path[currentNode].localPosition).normalized;
}
}
private void MakeDirectionBackward()
{
currentNode--;
if (currentNode > 0)
{
dirToNextNode = (path[currentNode - 1].localPosition - path[currentNode].localPosition).normalized;
}
else
{
curMoveState = MoveState.forward;
dirToNextNode = (path[currentNode + 1].localPosition - path[currentNode].localPosition).normalized;
}
}
private void SetDistToNextNode()
{
if (curMoveState == MoveState.forward)
{
if (currentNode < path.Length - 1)
{
distToNextNode = GetXZDistance(path[currentNode + 1].localPosition).magnitude;
}
}
else if (curMoveState == MoveState.backward)
{
if (currentNode > 0)
{
distToNextNode = GetXZDistance(path[currentNode - 1].localPosition).magnitude;
}
}
}
}
villager-path.png
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