public void AssignFormation(FormationPattern formationPattern) { _formationPattern = formationPattern; AssignSlots(this.controlledAgent.GetCurrentPosition(), this.controlledAgent.GetForward()); for (int i = 0; i < _formationPattern.slotInfoList.Count; i++) { NavEntity.InitAgent(_formationPattern.slotInfoList[i].entityID, _formationPattern.slotInfoList[i].slotWorldPosition); } }
// Use this for initialization void Start() { pattern = new FormationPattern(characterRadius, numberOfSlots); slotAssignments = new List <SlotAssignment> (); completedTunnel = new List <bool> (); for (int i = 0; i < numberOfSlots; i++) { SlotAssignment slot = new SlotAssignment(); slot.slotNumber = i; slot.character = Instantiate(unitPrefab); slotAssignments.Add(slot); completedTunnel.Add(false); } anchorPoint = pattern.getDriftOffset(slotAssignments); currentIndex = 0; rbody = GetComponent <Rigidbody2D> (); completed = false; walls = GameObject.FindGameObjectsWithTag("Wall"); }
public FormationManager(FormationPattern Pattern) { Slots = new List <Slot>(); DriftOffset = new Transform(); this.Pattern = Pattern; }