void Start() { path = pathObject.GetComponent<NodeMovementPath>(); //StartCoroutine( "WalkPath" ); //set index if valid, else make valid if (nodeIndex < path.nodes.Count && nodeIndex >= 0) { currNode = path.nodes[nodeIndex]; } else { if (nodeIndex < 0) { nodeIndex = 0; } else { nodeIndex = path.nodes.Count - 1; } } }
void Start() { path = pathObject.GetComponent <NodeMovementPath>(); //StartCoroutine( "WalkPath" ); //set index if valid, else make valid if (nodeIndex < path.nodes.Count && nodeIndex >= 0) { currNode = path.nodes[nodeIndex]; } else { if (nodeIndex < 0) { nodeIndex = 0; } else { nodeIndex = path.nodes.Count - 1; } } }
void Awake() { nmp = (NodeMovementPath) target; }
void Awake() { nmp = (NodeMovementPath)target; }