void Update() { velocity += SB.Arrive(this, target, 3); velocity += SB.Flee(this, target, 1); velocity += SB.Separate(this, GameManager.agents, 2f); transform.position += velocity * Time.deltaTime; /* for (int i = 0; i < target.Length; i++) { * float angle = 360 * i ; * float posX = transform.position.x + Mathf.Sin (angle * Mathf.Deg2Rad) * Radio; * float posY = transform.position.y + Mathf.Cos (angle * Mathf.Deg2Rad) * Radio; * target [i].position = new Vector3 (posX, posY); * }*/ }
void Update() { velocity += SB.Arrive(this, target, 3); velocity += SB.Flee(this, target, 1); velocity += SB.Separate(this, GameManager.agents, 2f); transform.position += velocity * Time.deltaTime; if (transform.position.y < -2 || transform.position.y > 2) { velocity.y *= 0; } if (transform.position.x < -2 || transform.position.x > 2) { velocity.x *= 0; } }