// Start is called before the first frame update void Start() { // if the RVG is null, then we nned to define it. if (rvg is null) { var level = FindObjectOfType <LevelManager>(); rvg = level.rvg; UnityEngine.Assertions.Assert.IsTrue(level != null, "level initialization is null"); } // I will use this to set color for each agent if (count < colors.Length) { Renderer.color = colors[count]; } else { var color = Random.ColorHSV(); color.a = 1; Renderer.color = color; } showDest = Instantiate(destPrefab); // new add var position = Helper.chooseRandomPos(shape); position.z = Helper.ZValueOfAgent; dest = position; showDest.transform.position = dest; showDest.GetComponent <Renderer>().material.color = Renderer.color; count++; moveAlongPath(); }
void buildRVG() { // construct our graph rvg = new RVG(editorVertices); // show the vertices foreach (var node in rvg.vertices) { Instantiate(pointPrefab, node.Position, Quaternion.identity); } // show the edges foreach (var(a, b) in rvg.edges) { Line line = Instantiate(linePrefab); line.SetVertices(a.Position, b.Position); } }