public override void Move() { Vector3 dir = Vector3.zero; dir += flock.GetDir(); dir += obstacleAvoidance.GetDir(); dir.y = 0; directionForGizmo = dir; transform.position += dir * speed * (DistanceToLeader() / 10) * Time.deltaTime; if (flags.isCloseToLeader == false) { transform.LookAt(myLeader); } }
void Update() { _dir = flock.GetDir(); _entityModel.Move(_dir); }
void Update() { _dir = _flock.GetDir(); _model.Move(_dir); }
public void FlockingRun() { _dir = _flock.GetDir(); _model.Move(_dir); }