private Vector3 CalculateLaneLocation(int lane) { var offset = DrivingAgent.GetLaneOffset(lane + 1); var left = Vector3.Cross(Vector3.up, directionToNeighbour).normalized; return(wp.transform.position - left * offset); }
// Use this for initialization void Start() { vehicle = gameObject.GetComponent <DrivingAgent>(); vehiclesAtJunctionsLayerMask = LayerMask.NameToLayer(VehiclesAtJunctionsLayer); vehiclesOnRoadsLayerMask = LayerMask.NameToLayer(VehiclesOnRoadsLayer); if (AvoidCollisionsAtJunctions) { Physics.IgnoreLayerCollision( vehiclesAtJunctionsLayerMask, vehiclesAtJunctionsLayerMask ); } }
// Use this for initialization void Awake() { DA = GetComponent <DrivingAgent>(); PF = FindObjectOfType <PerformanceMeasurer>(); }