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1
Question by ltlead · Feb 06, 2018 at 03:39 PM · c#pathfindingoffset

Path Finding error

Hey, using an A* pathfinding method which I know works - I've used it for a while and havent had a problem until integrating it with another script to control a player deployed minion. instead of walking to enemies as it used to it now walks to exactly 5 cells above the enemy. I have no idea why. Used Debug.Log to determine that it is running the script it should be running which is this:

 unitPath.target = targetEnemy.transform;
 unitPath.FindPath ();

It does this in InvokeRepeating.

This is my entire relevant script (not including the pathfinding script as I know it works). I believe the error to be in UpdateTarget ().

 public class FriendlyUnit : MonoBehaviour {
 
     public enum State { Engaged, Aggressive, Passive }
 
     public State state = State.Passive;
     public GameObject target;
     public GameObject targetEnemy;
     public GameObject targetSpawner;
     public float rotateSpeed;
     public float aggroRange;
     public float animStartWait;
     public float animEndWait;
     public Unit unit;
     private UnitPath unitPath;
     private Vector3 dir;
 
     void Awake () {
 
         unitPath = GetComponent <UnitPath> ();
     }
 
 
     void Start () {
 
         InvokeRepeating ("UpdateTarget", 0f, 0.2f); 
         GameObject[] spawners = GameObject.FindGameObjectsWithTag ("Spawner");
         float shortestDistance = Mathf.Infinity;
         foreach (GameObject spawner in spawners) {
             float spawnerDistance = Vector3.Distance (transform.position, spawner.transform.position);
             if (spawnerDistance < shortestDistance) {
                 shortestDistance = spawnerDistance;
                 targetSpawner = spawner;
             }
         }
         unitPath.target = targetSpawner.transform;
         unitPath.FindPath ();
     }
 
     void Update () {
         
         if (state == State.Engaged) 
         {
             dir = targetEnemy.transform.position - transform.position;
 
         } else 
         {
             dir = unitPath.currentWaypoint - transform.position;
         }
         Quaternion lookRotation = Quaternion.LookRotation (dir);
         Vector3 rotation = Quaternion.Lerp (transform.rotation, lookRotation, Time.deltaTime * rotateSpeed).eulerAngles;
         transform.rotation = Quaternion.Euler (0f, rotation.y, 0f);
 
     }
 
     void UpdateTarget () {
         if (state == State.Passive || targetEnemy == null) {
             GameObject[] enemies = GameObject.FindGameObjectsWithTag ("Enemy");
             float shortestEnemyDistance = Mathf.Infinity;
             foreach (GameObject enemy in enemies) {
                 float enemyDistance = Vector3.Distance (transform.position, enemy.transform.position);
                 if (enemyDistance < shortestEnemyDistance) {
                     shortestEnemyDistance = enemyDistance;
                     targetEnemy = enemy;
                     if (Vector3.Distance (transform.position, targetEnemy.transform.position) <= aggroRange) {
                         unitPath.target = targetEnemy.transform;
                         unitPath.FindPath ();
                         state = State.Aggressive;
                     }
                 }
             }
         } else if (state == State.Aggressive) {
             if (Vector3.Distance (transform.position, targetEnemy.transform.position) > aggroRange) {
                 state = State.Passive;
                 unitPath.target = targetSpawner.transform;
                 unitPath.FindPath ();
             } else if (Vector3.Distance (transform.position, targetEnemy.transform.position) <= unit.range) {
                 StartCoroutine (Attack ());
                 state = State.Engaged;
             } else {
                 unitPath.target = targetEnemy.transform;
                 unitPath.FindPath ();
                 Debug.Log ("finding path to target enemy");
             }
         } else if (state == State.Engaged) {
             if (Vector3.Distance (transform.position, targetEnemy.transform.position) > unit.range) {
                 StopCoroutine (Attack ());
                 if (Vector3.Distance (transform.position, targetEnemy.transform.position) > aggroRange) {
                     state = State.Passive;
                     unitPath.target = targetSpawner.transform;
                     unitPath.FindPath ();
                 } else {
                     state = State.Aggressive;
                     unitPath.FindPath ();
                 }
             } else
                 return;
         }
     }
 
     IEnumerator Attack () {
         yield return new WaitForSeconds (animStartWait);
         Debug.Log (unit.name + " attacks " + targetEnemy.name + " for " + unit.dmg + "damage");
         yield return new WaitForSeconds (animEndWait);
         yield break;
     }
 }
 



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avatar image ltlead · Feb 08, 2018 at 07:40 PM 0
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Using Debug.Log I have deter$$anonymous$$ed that both the FriendlyUnit script shown above and the UnitPath (pathfinding) script know the correct location of the target, however proceed to go to the wrong location.

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