AI Target Item Collection Issue and TextMesh Pro Text Update Problem

Hello,

I am working on an AI system in Unity, and I am encountering an issue during the target item collection process. When my AI character reaches a specific target item and collects the specified amount, the TextMesh Pro text under the Canvas updates, and a new target item count is generated. However, I am observing unexpected behavior during this process.

By the way I am abeginner in Unity:)

Situation:

  • The AI character’s target is to collect 3 tomatoes.
  • After the AI collects 3 tomatoes, the TextMesh Pro text updates to show 3/3.
  • Subsequently, the text incorrectly updates to show 1/3 again.
  • Due to this erroneous update, the AI removes the target from the list and does not proceed to collect items.
  • The AI character does not move to collect the new item and remains idle.

Expected Behavior:

  • The TextMesh Pro text should update correctly when the AI character collects the target item, and a new target should be assigned.
  • The AI character should proceed to collect the new target item and remove the target point from its list.

Current Behavior:

  • The TextMesh Pro text incorrectly updates to 1/3 after showing 3/3.
  • The AI removes the target from its list and remains idle, not collecting any items.

What steps should I follow to resolve this issue, or what approach would you recommend? Thank you in advance for your assistance.

public void CollectNeededCount(Transform product, Enums.ProductType productType)
{
AIController thisAI = gameObject.GetComponent();
var currentYOffset = targetPoint.position.y;

if (productType == type)
{
collectedItems.Add(product);
aiUIController.CurrentItemCount(collectedItems.Count);
}

if (CurrentNeededCount > -1)
product.DOMove(targetPoint.position, 1f)
.SetEase(Ease.Linear)
.OnComplete(() =>
{
product.SetParent(transform);
product.localPosition = new Vector3(0, currentYOffset, 0);
currentYOffset += productSize;

if (CurrentNeededCount <= 0)
{
targetsToVisit.RemoveAt(0);

if (targetsToVisit.Count > 0)
{
collectedItems.Clear();
MoveTarget();
}

else if (targetsToVisit.Count == 0)
{
_checkoutInteractable.AddedAI(thisAI);
InternalEvents.FinishedAIProcessing.Invoke(gameObject.transform);
}
}
});

}

private List _aiControllerList = new List();

public AreaData_SO areaData;
public TriggeredAreaData dataTosend;

protected virtual void SendInteractableType()
{
InitilaizeDataToSend();
InternalEvents.PlayerTriggeredArea?.Invoke(dataTosend);
}

protected abstract void InitilaizeDataToSend();

protected virtual void EndInteractableType()
{
InternalEvents.PlayerOutArea?.Invoke(areaData.Area,areaData.ProductType);
}

public void Interact()
{
SendInteractableType();

}

protected void ShareProductWithAIList()
{
DOVirtual.DelayedCall(1.5f, DistributeProducts);
}

private void DistributeProducts()
{
if (dataTosend.salesList == null || dataTosend.salesList.Count == 0)
{
return;
}

while (dataTosend.salesList.Count > 0)
{
bool distributed = false;

for (int i = 0; i < _aiControllerList.Count; i++)
{
AIController aiController = _aiControllerList*;*
if (aiController.CurrentNeededCount > 0 && dataTosend.salesList.Count > 0)
{
Transform productToShare = dataTosend.salesList[0];
aiController.CollectNeededCount(productToShare, dataTosend.productType);
dataTosend.salesList.RemoveAt(0);

if (aiController.CurrentNeededCount == 0)
{
_aiControllerList.RemoveAt(i);
i–;
}
distributed = true;
}
}
if (!distributed)
{
break;
}
}

}
public virtual TriggeredAreaData AIInteract(AIController newAI)
{

if(!_aiControllerList.Contains(newAI))
_aiControllerList.Add(newAI);

return dataTosend;
}

Sounds like a bug!! That means it is time to start debugging.

By debugging you can find out exactly what your program is doing so you can fix it.

Use the above techniques to get the information you need in order to reason about what the problem is.

You can also use Debug.Log(...); statements to find out if any of your code is even running. Don’t assume it is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

If you learn more through debugging and need to post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379