private Vector2 SmoothSeek(Rigidbody2D target, float range = -1, float playerPower = 1, float offset = 0)
    {
        if (range == -1)
        {
            range = m_SeekRange;
        }

        Vector2 cible = target.position;

        if (offset != 0)
        {
            BergerBehavior Be       = target.GetComponentInChildren <BergerBehavior>();
            Vector2        decalage = new Vector2(Be.transform.right.x * -offset, Be.transform.right.y * -offset);
            cible = cible + decalage;
        }



        return(-GetRepulsePowerFrom(cible, range, m_SeekPower) * playerPower);
    }
Beispiel #2
0
 public void AddBerger(BergerBehavior berger)
 {
     bergers.Add(berger);
 }