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Question by Foca_ · Sep 14, 2020 at 10:29 PM · animationblenderenemyenemy aimoving-animations

Problems with enemies and animations

hi, i programmed a enemy AI following THIS tutorial, it works but now i have problems with implementing the animations i've done in blender: when i add, for example, the idle animation ,it plays, but the enemy stops moving, and i can't figure out why, so i'm wondering if someone could help me :). Thanks in advance.

the code:

 using UnityEngine;
 using UnityEngine.AI;
 
 public class EnemyAI : MonoBehaviour
 {
     public int damage = 20;
 
     public NavMeshAgent agent;
 
     //public Transform firePoint;
     public Transform player;
 
     public LayerMask whatIsGround, whatIsPlayer;
 
     public float health;
 
     //Patroling
     public Vector3 walkPoint;
     bool walkPointSet;
     public float walkPointRange;
 
     //Attacking
     public float timeBetweenAttacks;
     bool alreadyAttacked;
     public GameObject projectile;
 
     //States
     public float sightRange, attackRange;
     public bool playerInSightRange, playerInAttackRange;
 
     private void Awake()
     {
         player = GameObject.Find("Player").transform;
         agent = GetComponent<NavMeshAgent>();
     }
 
     private void Update()
     {
         //Check for sight and attack range
         playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
         playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
 
         if (!playerInSightRange && !playerInAttackRange) Patroling();
         if (playerInSightRange && !playerInAttackRange) ChasePlayer();
         if (playerInAttackRange && playerInSightRange) AttackPlayer();
 
        
     }
 
     private void Patroling()
     {
         if (!walkPointSet) SearchWalkPoint();
 
         if (walkPointSet)
             agent.SetDestination(walkPoint);
 
         Vector3 distanceToWalkPoint = transform.position - walkPoint;
 
         //Walkpoint reached
         if (distanceToWalkPoint.magnitude < 1f)
             walkPointSet = false;
     }
     private void SearchWalkPoint()
     {
         //Calculate random point in range
         float randomZ = Random.Range(-walkPointRange, walkPointRange);
         float randomX = Random.Range(-walkPointRange, walkPointRange);
 
         walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
 
         if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
             walkPointSet = true;
     }
 
     private void ChasePlayer()
     {
         agent.SetDestination(player.position);
     }
 
     private void AttackPlayer()
     {
         //Make sure enemy doesn't move
         agent.SetDestination(transform.position);
 
         transform.LookAt(player);
         //firePoint.LookAt(player);
 
         if (!alreadyAttacked)
         {
             ///Attack code here
             Rigidbody rb = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent<Rigidbody>();
             rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
             rb.AddForce(transform.up * 8f, ForceMode.Impulse);
             ///End of attack code
 
             alreadyAttacked = true;
             Invoke(nameof(ResetAttack), timeBetweenAttacks);
         }
     }
     private void ResetAttack()
     {
         alreadyAttacked = false;
     }
     private void DestroyEnemy()
     {
         Destroy(gameObject);
     }
 
     private void OnDrawGizmosSelected()
     {
         Gizmos.color = Color.red;
         Gizmos.DrawWireSphere(transform.position, attackRange);
         Gizmos.color = Color.yellow;
         Gizmos.DrawWireSphere(transform.position, sightRange);
     }
 }



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