void Update() { //gravity controller.Move(new Vector3(0f, -gravity * Time.deltaTime, 0f)); //follow path if (seek) { if (!(currentWaypoint > waypoints.Count - 1)) { target = waypoints[currentWaypoint]; Vector3 offset = (target - transform.position); offset.y = 0; controller.Move((offset.normalized * moveSpeed) * Time.deltaTime); if (offset.magnitude < satisfactionRadius) { currentWaypoint++; location = new orderedPair(Mathf.RoundToInt(target.x), Mathf.RoundToInt(target.z)); } } else { seek = false; location = new orderedPair(Mathf.RoundToInt(target.x), Mathf.RoundToInt(target.z)); } } xPos = location.x; yPos = location.y; }
public node(orderedPair inputLocation, bool inputTraversable, node inputFrom, int inputCost) { location = inputLocation; traversable = inputTraversable; from = inputFrom; cost = inputCost; }
/* * public List<node> graph = new List<node>(); * public List<node> open = new List<node>(); * public List<node> closed = new List<node>(); * public List<node> path = new List<node>(); */ void Start() { controller = GetComponent <CharacterController> (); location = new orderedPair(0, 0); //foreach(tile tile in tileGenerator.tiles){ // graph.Add (new node(new orderedPair(tile.x, tile.y), tile.isObstacle)); //} }
public node(orderedPair inputLocation, bool inputTraversable) { location = inputLocation; traversable = inputTraversable; }