//****************************************************************** public void CustomOffsetPursuit(GameObject targetOffsetPursuit, float offset) { moveVelSimple objecto = targetOffsetPursuit.GetComponent <moveVelSimple>(); Vector3 targetFuture = transform.position + objecto.vc_Heading * offset; CustomSeek(targetFuture); }
// Use this for initialization void Start() { float spos = 10.0f; for (int i = 0; i < 3; i = i + 1) { for (int j = 0; j < 3; j = j + 1) { GameObject newObj = Instantiate(myObject, new Vector3(i * spos, 0.5f, j * spos), Quaternion.identity); moveVelSimple mymove = newObj.GetComponent <moveVelSimple>(); mymove.TargetSeek = targetSeek; mymove.OnSeek = true; } } }
// ** OFFSET PURSUIT ** // public Vector3 OffsetPursuit(GameObject targetOffsetPursuit, float offset) { moveVelSimple objecto = targetOffsetPursuit.GetComponent <moveVelSimple>(); Vector3 targetFuture = transform.position + objecto.vc_Heading * offset; float distance = Vector3.Distance(transform.position, targetOffsetPursuit.transform.position); print(distance); if (distance > offset) { return(Seek(OffsetTargetPursuit.transform.position)); } if (distance < offset) { targetFuture = transform.position + objecto.vc_Heading * offset * 0.75f; //Slow down } return(Seek(targetFuture)); }