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Question by drdunson · Mar 18 at 10:28 PM · script error

The enemy ignores the targets. This is the code that I am using:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class EnemyMove : MonoBehaviour
 {
     private NavMeshAgent Nav;
     private Animator Anim;
     private Transform TheTarget;
     private float DistanceToTarget;
     private int TargetNumber = 1;
 
 
     [SerializeField] float StopDistance = 2.0f;
     [SerializeField] int MaxTargets = 16;
     [SerializeField] Transform Target1;
     [SerializeField] Transform Target2;
     [SerializeField] Transform Target3;
     [SerializeField] Transform Target4;
     [SerializeField] Transform Target5;
     [SerializeField] Transform Target6;
     [SerializeField] Transform Target7;
     [SerializeField] Transform Target8;
     [SerializeField] Transform Target9;
     [SerializeField] Transform Target10;
     [SerializeField] Transform Target11;
     [SerializeField] Transform Target12;
     [SerializeField] Transform Target13;
     [SerializeField] Transform Target14;
     [SerializeField] Transform Target15;
     [SerializeField] Transform Target16;
 
 
 
     // Start is called before the first frame update
     void Start()
     {
         Nav = GetComponent<NavMeshAgent>();
         Anim = GetComponent<Animator>();
         TheTarget = Target1;
     }
 
     // Update is called once per frame
     void Update()
     {
         DistanceToTarget = Vector3.Distance(TheTarget.position, transform.position);
         if(DistanceToTarget > StopDistance)
         {
             Nav.SetDestination(TheTarget.position);
         }
 
         if (DistanceToTarget < StopDistance)
         {
             TargetNumber++;
             if(TargetNumber > MaxTargets)
             {
                 TargetNumber = 1;
             }
             SetTarget();
         }
     }
 
     void SetTarget()
     {
         if(TargetNumber == 1)
         {
             TheTarget = Target1;
         }
         if (TargetNumber == 2)
         {
             TheTarget = Target2;
         }
         if (TargetNumber == 3)
         {
             TheTarget = Target3;
         }
         if (TargetNumber == 4)
         {
             TheTarget = Target4;
         }
         if (TargetNumber == 5)
         {
             TheTarget = Target5;
         }
         if (TargetNumber == 6)
         {
             TheTarget = Target6;
         }
         if (TargetNumber == 7)
         {
             TheTarget = Target7;
         }
         if (TargetNumber == 8)
         {
             TheTarget = Target8;
         }
         if (TargetNumber == 9)
         {
             TheTarget = Target9;
         }
         if (TargetNumber == 10)
         {
             TheTarget = Target10;
         }
         if (TargetNumber == 11)
         {
             TheTarget = Target11;
         }
         if (TargetNumber == 12)
         {
             TheTarget = Target12;
         }
         if (TargetNumber == 13)
         {
             TheTarget = Target13;
         }
         if (TargetNumber == 14)
         {
             TheTarget = Target14;
         }
         if (TargetNumber == 15)
         {
             TheTarget = Target15;
         }
         if (TargetNumber == 16)
         {
             TheTarget = Target16;
         }
     }
 }
 
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avatar image andrew-lukasik · Mar 18 at 10:47 PM 0
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This code does the same but is much shorter and easier to understand imho:

 public class EnemyMove : MonoBehaviour
 {
     [SerializeField] NavMeshAgent navAgent = null;// fill this in the inspector
     [SerializeField] Animator animator = null;// fill this in the inspector
     [SerializeField] float stopDistance = 2.0f;// fill this in the inspector
     [SerializeField] Transform[] targets = null;// fill this in the inspector
     int targetIndex = 0;
     Transform target = null;
 
     void Start ()
     {
         target = targets[targetIndex];
     }
 
     void Update ()
     {
         float distance = Vector3.Distance( transform.position , target.position );
         if( distance>stopDistance )
         {
             navAgent.SetDestination( target.position );
         }
         else
         {
             targetIndex = (targetIndex+1)%(targets.Length-1);
             target = targets[targetIndex];
         }
     }
 }

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