Ejemplo n.º 1
0
    const float _NodeDimentions = 0.08f; //update CreatureBehaviour -> NodeMapCollision -> PlayerManager


    void Awake()
    {
        MyWord.Setup();

        MyPos [0, 0] = ((transform.position.x - _NewMapCenter) / _NodeDimentions) - (((transform.position.x - _NewMapCenter) / _NodeDimentions) % 1);        //Calculating Object World Position In The Node Map
        MyPos [0, 1] = ((transform.position.y - _NewMapCenter) / _NodeDimentions) - (((transform.position.y - _NewMapCenter) / _NodeDimentions) % 1);        //Calculating Object World Position In The Node Map
        MyNode [0]   = new Nodes(MyPos, 0);
    }
    const float _NodeDimentions = 0.08f; //update CreatureBehaviour -> NodeMapCollision -> PlayerManager


    void Awake()
    {
        MyWord.Setup();

        MyPos [0, 0] = ((FeetPlacements.transform.position.x - _NewMapCenter) / _NodeDimentions) - (((FeetPlacements.transform.position.x - _NewMapCenter) / _NodeDimentions) % 1);        //Calculating Object World Position In The Node Map
        MyPos [0, 1] = ((FeetPlacements.transform.position.y - _NewMapCenter) / _NodeDimentions) - (((FeetPlacements.transform.position.y - _NewMapCenter) / _NodeDimentions) % 1);        //Calculating Object World Position In The Node Map
        MyNode [0]   = new Nodes(MyPos, 0);

        TheObject._CreateThePath   = new AStarPathfinding_RoomPaths(GameObject.FindGameObjectWithTag("GameManager").GetComponent <ClockTest>().RoomPathsCount);       //Performance Increase Is To Put This In A Different Script And Let Everyone Use That One Script, Insted Of One For Each Object
        TheObject._PersonalNodeMap = new CreatingObjectNodeMap(FeetPlacements.size, WalkingColliders.size.x, _NodeDimentions, TheObject.PathfindingNodeID, MyNode);
    }