//******************************************************************

    public void CustomOffsetPursuit(GameObject targetOffsetPursuit, float offset)
    {
        moveVelSimple objecto      = targetOffsetPursuit.GetComponent <moveVelSimple>();
        Vector3       targetFuture = transform.position + objecto.vc_Heading * offset;


        CustomSeek(targetFuture);
    }
Example #2
0
    // 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));
    }