void Start() { // Delete Global and make instantiated here depending on use in detect function timer = 1.0f; player = GameObject.FindWithTag("Player"); GameObject GOtemp; Transform TRANStemp; int random; rand = Random.Range(4, 9); GOwayPoints = GameObject.FindGameObjectsWithTag("Waypoint"); for (int i = 0; i < 12; i++) { GOtemp = GOwayPoints[i]; wayPoints[i] = GOtemp.GetComponent <Transform>(); } for (int i = 0; i < 12; i++) { random = Random.Range(0, wayPoints.Length); TRANStemp = wayPoints[random]; wayPoints[random] = wayPoints[i]; wayPoints[i] = TRANStemp; } agent_ = GetComponent <NavMeshAgent>(); // I don't want my agent to stop or slowdown at waypoints agent_.autoBraking = false; gotoNextWaypoint_(); }
void Start() { GameObject GOtemp; Transform TRANStemp; int random; rand = Random.Range(4, 9); GOwayPoints = GameObject.FindGameObjectsWithTag("Waypoint"); for (int i = 0; i < 12; i++) { GOtemp = GOwayPoints[i]; wayPoints[i] = GOtemp.GetComponent <Transform>(); } for (int i = 0; i < 12; i++) { random = Random.Range(0, wayPoints.Length); TRANStemp = wayPoints[random]; wayPoints[random] = wayPoints[i]; wayPoints[i] = TRANStemp; } agent_ = GetComponent <NavMeshAgent>(); // I don't want my agent to stop or slowdown at waypoints agent_.autoBraking = false; gotoNextWaypoint_(); }