float momentum = 0f; //de -0.75 a 0.75 private void Start() { scene = GameObject.Find("Scene").transform; botPrecision = GetComponent <BotPrecision>(); cameraAgent = GetComponent <CameraMovement>(); lastX = new List <float>(); lastY = new List <float>(); realX = new List <float>(); realY = new List <float>(); for (int i = 0; i < 60; i++) { lastX.Add(0f); lastY.Add(0f); realX.Add(0f); realY.Add(0f); } //realImpulse = new Queue<MoveInfo>(); //agentImpulse = new Queue<MoveInfo>(); lastAngles = new List <float>(); lastMagnitudes = new List <float>(); for (int i = 0; i < 3; i++) { lastAngles.Add(0f); lastMagnitudes.Add(0f); } }
//------------------------------------- public void GetDirectionAndHeight(ref bool invertSpawn, ref float maxHeight, ref bool turnOff) { if (agentType != AgentType.TWO_AXIS) { turnOff = false; } else { turnOff = true; } if (agentType == AgentType.IMPULSE || agentType == AgentType.RANGE) { invertSpawn = false; maxHeight = 0f; } else { botPrecision = GetComponent <BotPrecision>(); if (botPrecision != null && botPrecision.isActiveAndEnabled && botPrecision.invertIdle) { invertSpawn = false; } else { invertSpawn = true; } maxHeight = 30f; } }