Beispiel #1
0
    public void Update()
    {
        m_path             = Pather.PathVia;
        transform.position = m_currentPosition;

        m_ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        if (Input.GetMouseButtonDown(1))
        {
            if (Physics.Raycast(m_ray, out m_hit, 10000, (1 << 9)))
            {
                Pather.m_start = GetClosestNode();
                Pather.m_end   = m_hit.transform.GetComponent <Node>();
                m_currNode     = 0;
                Pather.ComputePath();
            }
        }
        if (Input.GetKeyDown(KeyCode.C))
        {
            started = true;
        }
        if (started)
        {
            m_graph.ClearGraph();
            m_graph = new Graph(Physics.OverlapSphere(new Vector3(720, 0, 736), 96));
            GraphNode start = new GraphNode();
            GraphNode end   = new GraphNode();
            foreach (GraphNode gnode in m_graph.GraphNodes)
            {
                if (gnode.Type == GraphNode.NodeType.NT_Door)
                {
                    start = gnode;
                }
                if (gnode.Type == GraphNode.NodeType.NT_Target)
                {
                    end = gnode;
                }
                if (start.m_AdjacentNodes != null && end.m_AdjacentNodes != null)
                {
                    if (start.Type == GraphNode.NodeType.NT_Door && end.Type == GraphNode.NodeType.NT_Target)
                    {
                        break;
                    }
                }
            }
            m_graphPath  = m_astar.CalculateEdgeBasedPath(start, end);
            planned      = true;
            m_currNode   = 0;
            m_currAction = 0;
            started      = false;
        }
        if (planned)
        {
            ExecutePlan();
        }
        if (m_canMove)
        {
            MoveAlongPath();
        }
        if (m_LastLook != Vector3.zero && m_LastLook - m_currentPosition != Vector3.zero)
        {
            m_targetRotation = Quaternion.LookRotation((m_LastLook) - m_currentPosition, Vector3.up);
        }

        if (m_lastPosition != m_currentPosition)
        {
            animation.Play("Walk");
        }
        else
        {
            animation.Stop("Walk");
        }

        transform.rotation = Quaternion.Slerp(transform.rotation, m_targetRotation, m_rotationRate * Time.deltaTime);
        m_lastPosition     = m_currentPosition;
    }