//Init void Start() { //The nav pool is pulled from the Player playerNavPool = player.GetComponent <AI_General_Navpoint_Pool>(); //The targeter is pulled from the NPC targeter = GetComponentInChildren <AI_NPC_Targeter>(); //Get the shotpoint shotpoint = GetComponentInChildren <AI_NPC_Shotpoint>(); //The agent is pulled from the NPC agent = GetComponent <NavMeshAgent>(); //Set the nav point to the player using the method to do this SetPoint_Player(); //Call the check if player is moving cycler StartCoroutine(Check_If_Player_Moving_CO()); //Call the nav cycler StartCoroutine(Goto_CO()); }
//Sets the destination to a zone position and goes to it void SetPoint_Zone() { if (player.zone != null) { AI_General_Navpoint_Pool navPool = player. zone. GetComponent <AI_General_Navpoint_Pool>(); if ((goto_This = navPool. Claim_Open_Navpoint( transform). transform) == null) //NULL HAPPENS HERE (transform) { Debug.Log("Tried to get a point but no point was received."); } else { Debug.Log("Tried to get a point - and got one."); } ; } }