void FixedUpdate() { Vector3 accel = flee.GetSteering(target.position); steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = evade.GetSteering(target); steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = steeringBasics.Arrive(target.transform.position); steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = steeringBasics.Interpose(target1, target2); steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = wander.GetSteering(); steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { if (target != null) { Vector3 accel = steeringBasics.Seek(target.position); steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); } }
void FixedUpdate() { Vector3 accel = colAvoid.GetSteering(colAvoidSensor.targets); if (accel.magnitude < 0.005f) { accel = wander.GetSteering(); } steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { path.Draw(); if (reversePath && followPath.IsAtEndOfPath(path)) { path.ReversePath(); } Vector3 accel = followPath.GetSteering(path, pathLoop); steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { Vector3 hidePosition; Vector3 hideAccel = hide.GetSteering(target, obstacleSpawner.objs, out hidePosition); Vector3 accel = wallAvoid.GetSteering(hidePosition - transform.position); if (accel.magnitude < 0.005f) { accel = hideAccel; } steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void FixedUpdate() { Vector3 accel = Vector3.zero; accel += cohesion.GetSteering(sensor.targets) * cohesionWeight; accel += separation.GetSteering(sensor.targets) * separationWeight; accel += velocityMatch.GetSteering(sensor.targets) * velocityMatchWeight; if (accel.magnitude < 0.005f) { accel = wander.GetSteering(); } steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
void LateUpdate() { Vector3 targetPos; Vector3 offsetAccel = offsetPursuit.GetSteering(target, offset, out targetPos); Vector3 sepAccel = separation.GetSteering(sensor.targets); steeringBasics.Steer(offsetAccel + sepAccel); /* If we are still arriving then look where we are going, else look the same direction as our formation target */ if (Vector3.Distance(transform.position, targetPos) > groupLookDist) { steeringBasics.LookWhereYoureGoing(); } else { steeringBasics.LookAtDirection(target.Rotation); } }
void FixedUpdate() { path.Draw(); if (followPath.IsAtEndOfPath(path)) { path.ReversePath(); } Vector3 accel = colAvoid.GetSteering(colAvoidSensor.targets); if (accel.magnitude < 0.005f) { accel = followPath.GetSteering(path); } steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }