public void setPath(Vector3[] wayPoints) { ways = wayPoints; path = new Path_AI(wayPoints, transform.position, turnDst); if (Application.isPlaying) { StopCoroutine("FollowPath2"); StartCoroutine("FollowPath2"); } }
private void Start() { rb = GetComponent <Rigidbody>(); Vector3[] waypoints = GameObject.Find(myNavMesh).GetComponent <NavMeshCreator>().optimizedPath.ToArray(); Vector3 navMeshPos = GameObject.Find(myNavMesh).transform.position; for (int i = 0; i < waypoints.Length; i++) { waypoints[i] += navMeshPos; } ways = waypoints; path = new Path_AI(ways, transform.position, turnDst); StopCoroutine("FollowPath2"); StartCoroutine("FollowPath2"); }