Reputation: 1072
When using Vector3.MoveTowards, it won't do anything for either one, because one can't run which causes the other to not run.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class PlaneAI : MonoBehaviour
{
public Transform[] runwayPoints;
public Transform[] startTakeoffPoints;
public Transform[] takeoffPoints;
public NavMeshAgent navMeshAgent;
public bool takeoff = false;
bool departing = false;
bool moving = false;
int selectedRunway;
public IEnumerator Depart()
{
navMeshAgent.SetDestination(runwayPoints[selectedRunway = Random.Range(0, runwayPoints.Length)].position);
yield return new WaitForSeconds(3f);
departing = true;
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
StartCoroutine(Depart());
}
GetComponent<LineRenderer>().SetPosition(0, new Vector3(transform.position.x, 1, transform.position.z));
GetComponent<LineRenderer>().SetPosition(1, navMeshAgent.destination);
if (navMeshAgent.pathStatus == NavMeshPathStatus.PathComplete && departing && navMeshAgent.remainingDistance == 0)
{
Takeoff();
}
if (moving && Vector3.Distance(transform.position, startTakeoffPoints[selectedRunway].position) <= 0.001f)
{
transform.position = Vector3.MoveTowards(transform.position, takeoffPoints[selectedRunway].position, 3); // this one does not work it should be after the other one
transform.LookAt(takeoffPoints[selectedRunway]);
takeoff = false;
}
}
public void Takeoff()
{
navMeshAgent.enabled = false;
GetComponent<Collider>().enabled = false;
transform.LookAt(new Vector3(takeoffPoints[selectedRunway].position.x, 0, takeoffPoints[selectedRunway].position.z));
MoveTakeoff();
departing = false;
}
public void MoveTakeoff()
{
transform.position = Vector3.MoveTowards(transform.position, startTakeoffPoints[selectedRunway].position, 2); // this one does not work
moving = true;
takeoff = false;
}
}
There are no script errors, it just won't work.
The only errors that I don't think are related are:
"Invalid worldAABB. Object is too large or too far away from the origin."
"Invalid localAABB. Object transform is corrupt."
"Assertion failed on expression: 'IsFinite(d)' UnityEngine.GUIUtility:processEvent(Int32, IntPtr)"
"Assertion failed on expression: 'IsFinite(outDistanceForSort)' UnityEngine.GUIUtility:processEvent(Int32, IntPtr)"
"Assertion failed on expression: 'IsFinite(outDistanceAlongView)' UnityEngine.GUIUtility:processEvent(Int32, IntPtr)"
Upvotes: 3
Views: 553
Reputation: 20249
You need to better separate your state transition logic from your your state activity logic. You have code that should run when a state transition occurs in the same blocks as code that should run every frame a state is active.
One way you could handle this is by turning your states into coroutines:
public class PlaneAI : MonoBehaviour
{
public Transform[] runwayPoints;
public Transform[] startTakeoffPoints;
public Transform[] takeoffPoints;
public NavMeshAgent navMeshAgent;
public bool takeoff = false;
bool departing = false;
bool moving = false;
int selectedRunway;
LineRenderer lr;
void Awake()
{
lr = GetComponent<LineRenderer>();
}
IEnumerator Depart()
{
navMeshAgent.SetDestination(runwayPoints[selectedRunway = Random.Range(0,
runwayPoints.Length)].position);
yield return new WaitForSeconds(3f);
departing = true;
while(departing)
{
if (navMeshAgent.pathStatus == NavMeshPathStatus.PathComplete
&& navMeshAgent.remainingDistance == 0)
{
StartCoroutine(MoveTakeoff());
yield break;
}
yield return null;
}
}
IEnumerator MoveTakeOff()
{
departing = false;
moving = true;
navMeshAgent.enabled = false;
GetComponent<Collider>().enabled = false;
transform.LookAt(new Vector3(takeoffPoints[selectedRunway].position.x, 0,
takeoffPoints[selectedRunway].position.z));
while (moving)
{
if (Vector3.Distance(transform.position,
startTakeoffPoints[selectedRunway].position) <= 0.001f)
{
StartCoroutine(TakeOff())
yield return break;
}
transform.position = Vector3.MoveTowards(transform.position,
startTakeoffPoints[selectedRunway].position, 2);
yield return null;
}
}
IEnumerator Takeoff()
{
moving = false;
takeOff = true;
transform.LookAt(takeoffPoints[selectedRunway]);
while (takeOff)
{
if (Vector3.Distance(transform.position,
startTakeoffPoints[selectedRunway].position) <= 0.001f)
{
takeoff = false;
yield break;
}
transform.position = Vector3.MoveTowards(transform.position,
takeoffPoints[selectedRunway].position, 3);
yield return null;
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
StopAllCoroutines();
StartCoroutine(Depart());
}
lr.SetPosition(0, new Vector3(transform.position.x, 1, transform.position.z));
lr.SetPosition(1, navMeshAgent.destination);
}
}
Ideally, the states should be a single enumerator instead of several booleans, but this hopefully shows what I'm getting at.
Upvotes: 1