public override Vector3 GetTarget(WalkDireciton direction) { if (m_SwitchDireciton == WalkDireciton.Left) { m_LeftTarget = m_SwitchPositions[m_Current]; } if (m_SwitchDireciton == WalkDireciton.Right) { m_RightTarget = m_SwitchPositions[m_Current]; } return(base.GetTarget(direction)); }
public virtual Vector3 GetTarget(WalkDireciton direction) { Vector3 target = Vector3.zero; if (direction == WalkDireciton.Left) { target = m_LeftTarget.position; } if (direction == WalkDireciton.Right) { target = m_RightTarget.position; } return(target); }
//First thing called void UnitStart() { //Initialize Directions if (m_Team == Team.Team1) { m_Direciton = WalkDireciton.Right; m_Transform.localScale.Set(m_Transform.localScale.x, m_Transform.localScale.y, m_Transform.localScale.z); gameObject.layer = LayerMask.NameToLayer("Team1"); } if (m_Team == Team.Team2) { m_Direciton = WalkDireciton.Left; m_Transform.localScale = new Vector3(-0.5f, 0.5f, 0.5f); gameObject.layer = LayerMask.NameToLayer("Team2"); } //Get Components m_Rigidbody = GetComponent <Rigidbody>(); m_Walking = true; }