Rigidbody, Character Controller, Box collider - Box collider affecting AI

I have a great AI script which I got from these forums.
I really want to keep using it but when I add a box collider it seems to make it twitch in random directions and when rotating it makes it do all sorts of spins and flips.

I need the collider to be able to use OnTriggerEnter for my melee combat. Has anyone come across this kind of problem before?

The enemy already has a rigidbody and charactercontroller attached. Is there anyway to get around this problem?

SimpleAIBehaviourScript
Code

/*

		Copyright 2010 Black Storms Studios, LLC.

		@Author - Rob Pearson

		@Date - November 2010

		@Contact - RIPearson@BlackStormsStudios.com

		@Script - 

		@Connections - requires CharacterController attached to enemy.

		@TODO - 

*/



using UnityEngine;

using System.Collections;



public class SimpleEnemyAIBehavior : MonoBehaviour {

	

	//Inspector initiated variables. Defaults are set for ease of use.

	public bool on = true; //Is the AI active? this can be used to place pre-set enemies in you scene.

	public bool canFly = false; //Flying alters float behavior to ignore gravity. The enemy will fly up or down only to sustain floatHeight level.

	public float floatHeight = 0.0f; //If it can fly/hover, you need to let the AI know how high off the ground it should be.

	public bool runAway = false; //Is it the goal of this AI to keep it's distance? If so, it needs to have runaway active.

	public bool runTo = false; //Opposite to runaway, within a certain distance, the enemy will run toward the target.

	public float runDistance = 25.0f; //If the enemy should keep its distance, or charge in, at what point should they begin to run?

	public float runBufferDistance = 50.0f; //Smooth AI buffer. How far apart does AI/Target need to be before the run reason is ended.

	public int walkSpeed = 10; //Standard movement speed.

	public int runSpeed = 15; //Movement speed if it needs to run.

	public int randomSpeed = 10; //Movement speed if the AI is moving in random directions.

	public float rotationSpeed = 20.0f; //Rotation during movement modifier. If AI starts spinning at random, increase this value. (First check to make sure it's not due to visual radius limitations)

	public float visualRadius = 100.0f; //How close does the player need to be to be seen by the enemy? Set to 0 to remove this limitation.

	public float moveableRadius = 200.0f; //If the player is too far away, the AI will auto-matically shut down. Set to 0 to remove this limitation.

	public float attackRange = 10.0f; //How close does the enemy need to be in order to attack?

	public float attackTime = 0.50f; //How frequent or fast an enemy can attack (cool down time).

	public int stopAttackRange = 2;

	public bool useWaypoints = false; //If true, the AI will make use of the waypoints assigned to it until over-ridden by another functionality.

	public bool reversePatrol = true; //if true, patrol units will walk forward and backward along their patrol.

	public Transform[] waypoints; //define a set path for them to follow.

	public bool pauseAtWaypoints = false; //if true, patrol units will pause momentarily at each waypoint as they reach them.

	public float pauseMin = 1.0f; //If pauseAtWaypoints is true, the unit will pause momentarily for minmum of this time.

	public float pauseMax = 3.0f; //If pauseAtWaypoints is true, the unit will pause momentarily formaximum of this time.

	public float huntingTimer = 5.0f; //Search for player timer in seconds. Minimum of 0.1

	public bool estimateElevation = false; //This implements a pause between raycasts for heights and guestimates the need to move up/down in height based on the previous raycast.

	public float estRayTimer = 1.0f; //The amount of time in seconds between raycasts for gravity and elevation checks.

	public bool requireTarget = true; //Waypoint ONLY functionality (still can fly and hover).

	public Transform target; //The target, or whatever the AI is looking for.

	

	

	//private script handled variables

	private bool initialGo = false; //AI cannot function until it is initialized.

	private bool go = true; //An on/off override variable

	private Vector3 lastVisTargetPos; //Monitor target position if we lose sight of target. provides semi-intelligent AI.

	CharacterController characterController; //CC used for enemy movement and etc.

	private bool playerHasBeenSeen = false; //An enhancement to how the AI functions prior to visibly seeing the target. Brings AI to life when target is close, but not visible.

	public bool enemyCanAttack = false; //Used to determine if the enemy is within range to attack, regardless of moving or not.

	public bool enemyIsAttacking = false; //An attack interuption method.

	private bool executeBufferState = false; //Smooth AI buffer for runAway AI. Also used as a speed control variable.

	private bool walkInRandomDirection = false; //Speed control variable.

	public float lastShotFired; //Used in conjuction with attackTime to monitor attack durations.

	private float lostPlayerTimer; //Used for hunting down the player.

	private bool targetIsOutOfSight; //Player tracking overload prevention. Makes sure we do not call the same coroutines over and over.

	private Vector3 randomDirection; //Random movement behaviour setting.

	private float randomDirectionTimer; //Random movement behaviour tracking.

	private float gravity = 20.0f; //force of gravity pulling the enemy down.

	private float antigravity = 2.0f; //force at which floating/flying enemies repel

	private float estHeight = 0.0f; //floating/flying creatures using estimated elevation use this to estimate height necessities and gravity impacts.

	private float estGravityTimer = 0.0f; //floating/flying creatures using estimated elevation will use this to actually monitor time values.

	private int estCheckDirection = 0; //used to determine if AI is falling or not when estimating elevation.

	private bool wpCountdown = false; //used to determine if we're moving forward or backward through the waypoints.

	private bool monitorRunTo = false; //when AI is set to runTo, they will charge in, and then not charge again to after far enough away.

	private int wpPatrol = 0; //determines what waypoint we are heading toward.

	private bool pauseWpControl; //makes sure unit pauses appropriately.

	private bool smoothAttackRangeBuffer = false; //for runAway AI to not be so messed up by their visual radius and attack range.

	

	



	//---Starting/Initializing functions---//

	void Start() {

		StartCoroutine(Initialize()); //co-routine is used incase you need to interupt initiialization until something else is done.

	}

	

	IEnumerator Initialize() {

		if ((estimateElevation) && (floatHeight > 0.0f)) {

			estGravityTimer = Time.time;

		}

		characterController = gameObject.GetComponent<CharacterController>();

		initialGo = true;

		yield return null;

	}

	

	

	

	//---Main Functionality---//

	void Update () {

		if (!on || !initialGo) {

			return;

		} else {

			AIFunctionality();

		}

	}

	

	void AIFunctionality() {

		if ((!target) && (requireTarget)) {

			return; //if no target was set and we require one, AI will not function.

		}

		

		//Functionality Updates

		lastVisTargetPos = target.position; //Target tracking method for semi-intelligent AI

		Vector3 moveToward = lastVisTargetPos - transform.position; //Used to face the AI in the direction of the target

		Vector3 moveAway = transform.position - lastVisTargetPos; //Used to face the AI away from the target when running away

		float distance = Vector3.Distance(transform.position, target.position);

		

		if (go) {

			MonitorGravity();

		}

		

		if (!requireTarget) {

			//waypoint only functionality

			Patrol();

		} else if (TargetIsInSight ()) {

			if (!go) { //useWaypoints is false and the player has exceeded moveableRadius, shutdown AI until player is near.

				return;

			}

			

			if ((distance > attackRange) && (!runAway) && (!runTo)) {

				enemyCanAttack = false; //the target is too far away to attack

				MoveTowards (moveToward); //move closer

			} else if ((smoothAttackRangeBuffer) && (distance > attackRange+5.0f)) {

				smoothAttackRangeBuffer = false;

				WalkNewPath();

			}else if ((runAway || runTo) && (distance > runDistance) && (!executeBufferState)) {

				//move in random directions.

				if (monitorRunTo) {

					monitorRunTo = false;

				}

				if (runAway) {

					WalkNewPath ();

				} else {

					MoveTowards (moveToward);

				}

			} else if ((runAway || runTo) && (distance < runDistance) && (!executeBufferState)) { //make sure they do not get too close to the target

				//AHH! RUN AWAY!...  or possibly charge :D

				enemyCanAttack = false; //can't attack, we're running!

				if (!monitorRunTo) {

					executeBufferState = true; //smooth buffer is now active!

				}

				walkInRandomDirection = false; //obviously we're no longer moving at random.

				if (runAway) {

					MoveTowards (moveAway); //move away

				} else {

					MoveTowards (moveToward); //move toward

				}

			} else if (executeBufferState && ((runAway) && (distance < runBufferDistance)) || ((runTo) && (distance > runBufferDistance))) {

				//continue to run!

				if (runAway) {

					MoveTowards (moveAway); //move away

				} else {

					MoveTowards (moveToward); //move toward

				}

			} else if ((executeBufferState) && (((runAway) && (distance > runBufferDistance)) || ((runTo) && (distance < runBufferDistance)))) {

				monitorRunTo = true; //make sure that when we have made it to our buffer distance (close to user) we stop the charge until far enough away.

				executeBufferState = false; //go back to normal activity

			} 



			//start attacking if close enough

			if ((distance < attackRange) || ((!runAway && !runTo) && (distance < runDistance))) {

				if (runAway) {

					smoothAttackRangeBuffer = true;

				}

				if (Time.time > lastShotFired + attackTime) {

					StartCoroutine(Attack());

				}

			} 

			

		} else if ((playerHasBeenSeen) && (!targetIsOutOfSight) && (go)) {

			lostPlayerTimer = Time.time + huntingTimer;

			StartCoroutine(HuntDownTarget(lastVisTargetPos));

		} else if (useWaypoints) {

			Patrol();

		} else if (((!playerHasBeenSeen) && (go)) && ((moveableRadius == 0) || (distance < moveableRadius))){

			//the idea here is that the enemy has not yet seen the player, but the player is fairly close while still not visible by the enemy

			//it will move in a random direction continuously altering its direction every 2 seconds until it does see the player.

			WalkNewPath();

		}

	}

	

	//attack stuff...

	IEnumerator Attack() {

		enemyCanAttack = true;

		

		if (!enemyIsAttacking) {

			enemyIsAttacking = true;

			while (enemyCanAttack) {

				lastShotFired = Time.time;

		

		float distance = Vector3.Distance(target.transform.position, transform.position);

		

		Vector3 dir = (target.transform.position - transform.position).normalized;

		

		float direction = Vector3.Dot(dir, transform.forward);



		if(distance < attackRange){

			if(direction > 0) {

		PlayerHealth ph = (PlayerHealth)target.GetComponent("PlayerHealth");

		ph.AdjustCurrentHealth(-10);

						enemyIsAttacking = false;

						}

					}

				

				yield return new WaitForSeconds(attackTime);

			}

		}

	}

		

	

	

	

	//----Helper Functions---//

	//verify enemy can see the target

	bool TargetIsInSight () {

		//determine if the enemy should be doing anything other than standing still

		if ((moveableRadius > 0) && (Vector3.Distance(transform.position, target.position) > moveableRadius)) {

			go = false;

		} else {

			go = true;

		}

		

		//then lets make sure the target is within the vision radius we allowed our enemy

		//remember, 0 radius means to ignore this check

		if ((visualRadius > 0) && (Vector3.Distance(transform.position, target.position) > visualRadius)) {

			return false;

		}

		

		//Now check to make sure nothing is blocking the line of sight

		RaycastHit sight;

		if (Physics.Linecast(transform.position, target.position, out sight)) {

			if (!playerHasBeenSeen && sight.transform == target) {

				playerHasBeenSeen = true;

			}

			return sight.transform == target;

		} else {

			return false;

		}

	}

	

	//target tracking

	IEnumerator HuntDownTarget (Vector3 position) {

		//if this function is called, the enemy has lost sight of the target and must track him down!

		//assuming AI is not too intelligent, they will only move toward his last position, and hope they see him

		//this can be fixed later to update the lastVisTargetPos every couple of seconds to leave some kind of trail

		targetIsOutOfSight = true;

		while (targetIsOutOfSight) {

			Vector3 moveToward = position - transform.position;

			MoveTowards (moveToward);

			

			//check if we found the target yet

			if (TargetIsInSight ()) {

				targetIsOutOfSight = false;

				break;

			}

			

			//check to see if we should give up our search

			if (Time.time > lostPlayerTimer) {

				targetIsOutOfSight = false;

				playerHasBeenSeen = false;

				break;

			}

			yield return null;

		}

	}

	

	void Patrol () {

		if (pauseWpControl) {

			return;

		}

		Vector3 destination = CurrentPath();

		Vector3 moveToward = destination - transform.position;

		float distance = Vector3.Distance(transform.position, destination);

		MoveTowards (moveToward);

		if (distance <= 1.5f+floatHeight) {// || (distance < floatHeight+1.5f)) {

			if (pauseAtWaypoints) {

				if (!pauseWpControl) {

					pauseWpControl = true;

					StartCoroutine(WaypointPause());

				}

			} else {

				NewPath();

			}

		}

	}

	

	IEnumerator WaypointPause () {

		yield return new WaitForSeconds(Random.Range(pauseMin, pauseMax));

		NewPath();

		pauseWpControl = false;

	}

	

	Vector3 CurrentPath () {

		return waypoints[wpPatrol].position;

	}

	

	void NewPath () {

		if (!wpCountdown) {

			wpPatrol++;

			if (wpPatrol >= waypoints.GetLength(0)) {

				if (reversePatrol) {

					wpCountdown = true;

					wpPatrol -= 2;

				} else {

					wpPatrol = 0;

				}

			}

		} else if (reversePatrol) {

			wpPatrol--;

			if (wpPatrol < 0) {

				wpCountdown = false;

				wpPatrol = 1;

			}

		}

	}

	

	//random movement behaviour

	void WalkNewPath () {

		if (!walkInRandomDirection) {

			walkInRandomDirection = true;

			if (!playerHasBeenSeen) {

				randomDirection = new Vector3(Random.Range(-0.15f,0.15f),0,Random.Range(-0.15f,0.15f));

			} else {

				randomDirection = new Vector3(Random.Range(-0.5f,0.5f),0,Random.Range(-0.5f,0.5f));

			}

			randomDirectionTimer = Time.time;

		} else if (walkInRandomDirection) {

			MoveTowards (randomDirection);

		}

		

		if ((Time.time - randomDirectionTimer) > 2) {

			//choose a new random direction after 2 seconds

			walkInRandomDirection = false;

		}

	}

	

	//standard movement behaviour

	void MoveTowards (Vector3 direction) {

		direction.y = 0;

		int speed = walkSpeed;

		

		if (walkInRandomDirection) {

			speed = randomSpeed;

		}

		

		if (executeBufferState) {

			speed = runSpeed;

		}

		

		//rotate toward or away from the target

		transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);

		transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);



		//slow down when we are not facing the target

		Vector3 forward = transform.TransformDirection(Vector3.forward);

		float speedModifier = Vector3.Dot(forward, direction.normalized);

		speedModifier = Mathf.Clamp01(speedModifier);

			

		//actually move toward or away from the target

		

		direction = forward * speed * speedModifier;

		if ((!canFly) && (floatHeight <= 0.0f)) {

			direction.y -= gravity;

		}

		if(Vector3.Distance(target.transform.position, this.transform.position) > stopAttackRange) 

		characterController.Move(direction * Time.deltaTime); 

		

	}

	

	//continuous gravity checks

	void MonitorGravity () {

		Vector3 direction = new Vector3(0, 0, 0);

		

		if ((!canFly) && (floatHeight > 0.0f)) {

			//we need to make sure our enemy is floating.. using evil raycasts! bwahahahah!

			if ((estimateElevation) && (estRayTimer > 0.0f)) {

				if (Time.time > estGravityTimer) {

					RaycastHit floatCheck;

					if (Physics.Raycast(transform.position, -Vector3.up, out floatCheck)) {

						if (floatCheck.distance < floatHeight-0.5f) {

							estCheckDirection = 1;

							estHeight = floatHeight - floatCheck.distance;

						} else if (floatCheck.distance > floatHeight+0.5f) {

							estCheckDirection = 2;

							estHeight = floatCheck.distance - floatHeight;

						} else {

							estCheckDirection = 3;

						}

					} else {

						estCheckDirection = 2;

						estHeight = floatHeight*2;

					}

					estGravityTimer = Time.time + estRayTimer;

				}

			

				switch(estCheckDirection) {

					case 1:

						direction.y += antigravity;

						estHeight -= direction.y * Time.deltaTime;

						break;

					case 2:

						direction.y -= gravity;

						estHeight -= direction.y * Time.deltaTime;

						break;

					default:

						//do nothing

						break;

				}

				

			} else {

				RaycastHit floatCheck;

				if (Physics.Raycast(transform.position, -Vector3.up, out floatCheck, floatHeight+1.0f)) {

					if (floatCheck.distance < floatHeight) {

						direction.y += antigravity;

					}

				} else {

					direction.y -= gravity;

				}

			}

		} else {

			//bird like creature! Again with the evil raycasts! :p

			if ((estimateElevation) && (estRayTimer > 0.0f)) {

				if (Time.time > estGravityTimer) {

					RaycastHit floatCheck;

					if (Physics.Raycast(transform.position, -Vector3.up, out floatCheck)) {

						if (floatCheck.distance < floatHeight-0.5f) {

							estCheckDirection = 1;

							estHeight = floatHeight - floatCheck.distance;

						} else if (floatCheck.distance > floatHeight+0.5f) {

							estCheckDirection = 2;

							estHeight = floatCheck.distance - floatHeight;

						} else {

							estCheckDirection = 3;

						}

					}

					estGravityTimer = Time.time + estRayTimer;

				}

					

				switch(estCheckDirection) {

					case 1:

						direction.y += antigravity;

						estHeight -= direction.y * Time.deltaTime;

						break;

					case 2:

						direction.y -= antigravity;

						estHeight -= direction.y * Time.deltaTime;

						break;

					default:

						//do nothing

						break;

				}

					

			} else {

				RaycastHit floatCheck;

				if (Physics.Raycast(transform.position, -Vector3.up, out floatCheck)) {

					if (floatCheck.distance < floatHeight-0.5f) {

						direction.y += antigravity;

					} else if (floatCheck.distance > floatHeight+0.5f) {

						direction.y -= antigravity;

					}

				}

			}

		}

		

		if ((!estimateElevation) || ((estimateElevation) && (estHeight >= 0.0f))) {

			characterController.Move(direction * Time.deltaTime);

		}

	}

}

2 Answers

2

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