Ejemplo n.º 1
0
        public ConnectedWaypoints NextWaypoint(ConnectedWaypoints previousWaypoint)
        {
            if (_connections.Count == 0)
            {
                //no waypoint? return null
                Debug.LogError("no waypoints count.");
                return(null);
            }
            else if (_connections.Count == 1 && _connections.Contains(previousWaypoint))
            {
                //only 1 waypoint and its where we just were? use it
                return(previousWaypoint);
            }
            else // or else find a random one that isnt the last one we were at
            {
                ConnectedWaypoints nextWaypoint;
                int nextIndex = 0;

                do
                {
                    nextIndex    = UnityEngine.Random.Range(0, _connections.Count);
                    nextWaypoint = _connections[nextIndex];
                } while (nextWaypoint == previousWaypoint);

                return(nextWaypoint);
            }
        }
Ejemplo n.º 2
0
        private void SetDestination()
        {
            if (_waypointVisited > 0)
            {
                //find next waypoint
                ConnectedWaypoints nextWayponit = _currentWaypoint.NextWaypoint(_previousWaypoint);
                _previousWaypoint = _currentWaypoint;
                _currentWaypoint  = nextWayponit;
            }

            Vector3 targetVector = _currentWaypoint.transform.position;

            _navMeshAgent.SetDestination(targetVector);
            _traveling = true;
        }
Ejemplo n.º 3
0
        //initilization
        public void Start()
        {
            _navMeshAgent = this.GetComponent <NavMeshAgent>();

            if (_navMeshAgent == null)
            {
                Debug.LogError("the nav mesh agent is not attached to " + gameObject.name);
            }
            else
            {
                if (_currentWaypoint == null)
                {
                    //set renadom
                    //grab all waypoint objects
                    GameObject[] allWaypoints = GameObject.FindGameObjectsWithTag("Waypoint");

                    if (allWaypoints.Length > 0)
                    {
                        while (_currentWaypoint == null)
                        {
                            int random = UnityEngine.Random.Range(0, allWaypoints.Length);
                            ConnectedWaypoints startingWaypoint = allWaypoints[random].GetComponent <ConnectedWaypoints>();

                            //i.e. we found waypoint
                            if (startingWaypoint != null)
                            {
                                _currentWaypoint = startingWaypoint;
                            }
                        }
                    }
                    else
                    {
                        Debug.LogError("failed to find any waypoints to use in the scene");
                    }
                }
                SetDestination();
            }
        }
Ejemplo n.º 4
0
        public void Start()
        {
            //get all waypoints in scene
            GameObject[] allWayPoints = GameObject.FindGameObjectsWithTag("Waypoint");

            //create list
            _connections = new List <ConnectedWaypoints>();

            //check if connected
            for (int i = 0; i < allWayPoints.Length; i++)
            {
                ConnectedWaypoints nextWaypoint = allWayPoints[i].GetComponent <ConnectedWaypoints>();

                //found waypoint?
                if (nextWaypoint != null)
                {
                    if (Vector3.Distance(this.transform.position, nextWaypoint.transform.position) <= _connectivityRadius && nextWaypoint != this)
                    {
                        _connections.Add(nextWaypoint);
                    }
                }
            }
        }