void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.tag != "Converser")
        {
            return;
        }

        mover            = col.GetComponent <SimpleMover>();
        seeker           = col.GetComponent <SimpleSeek>();
        originalMaxSpeed = mover.maxSpeed;

        originalMaxSpeed = mover.maxSpeed;
        Vector3 pushDirection = col.gameObject.transform.position - transform.position;

        mover.maxSpeed = 50;
        mover.Move(pushDirection, mover.maxSpeed);
        if (seeker != null)
        {
            seeker.enabled = false;
        }
        if (!cooldown)
        {
            cooldown = true;
        }
    }
Exemple #2
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    void Update()
    {
        // Set speed proportional to head's speed to slowly wait for yield proximity.
        Vector3 targetPos        = partnerLink.transform.position - new Vector3(0, 0, (transform.localScale.z / 2));
        Vector3 fromHead         = transform.position - targetPos;
        float   fromHeadDistance = fromHead.magnitude;

        fromHead.z = 0;
        float yieldProximityPortion = fromHeadDistance / partnerLink.startYieldProximity;

        float targetSpeed = partnerLink.mover.maxSpeed;

        mover.maxSpeed = Mathf.Min(targetSpeed * (yieldProximityPortion / 2), fromHeadDistance / Time.deltaTime);
        mover.externalSpeedMultiplier = partnerLink.mover.externalSpeedMultiplier;
        mover.Move(-fromHead, mover.maxSpeed);

        if (following)
        {
            // If tail can be turned off, fade as it approaches trigger.
            if (trigger.enabled)
            {
                Color color = renderer.material.color;
                color.a = yieldProximityPortion;
                if (partnerLink.tracer.lineRenderer != null)
                {
                    Color nearColor = renderer.material.color;
                    nearColor.a = Mathf.Min(yieldProximityPortion, 1);
                    Color farColor = renderer.material.color;
                    farColor.a = 0;
                    partnerLink.tracer.lineRenderer.SetColors(farColor, nearColor);
                    partnerLink.tracer.lineRenderer.SetWidth(((1 - yieldProximityPortion) * partnerLink.tracer.trailNearWidth) + (yieldProximityPortion * partnerLink.tracer.trailFarWidth), partnerLink.tracer.trailNearWidth);
                }
            }

            // Render and align to movement.
            renderer.enabled        = true;
            renderer.material.color = colorMimicTarget.renderer.material.color;

            if (fromHead.sqrMagnitude > 0)
            {
                // Rotated around world z axis to look at target position.
                float angle = Helper.AngleDegrees(transform.forward, -fromHead, Vector3.forward);
                transform.Rotate(Vector3.forward, angle, Space.World);
            }
        }
        else
        {
            renderer.enabled = false;
        }
    }
	void OnTriggerEnter(Collider col) {
		if(col.gameObject.tag != "Converser")
			return;

		mover = col.GetComponent<SimpleMover>();
		seeker = col.GetComponent<SimpleSeek>();
		originalMaxSpeed = mover.maxSpeed;

		originalMaxSpeed = mover.maxSpeed;
		Vector3 pushDirection = col.gameObject.transform.position - transform.position;
		mover.maxSpeed = 50;
		mover.Move(pushDirection, mover.maxSpeed);
		if(seeker != null)
			seeker.enabled = false;
		if(!cooldown)
			cooldown = true;

	}
    private void Drag(bool criticalLine = true)
    {
        Vector3 dragForward = MousePointInWorld() - transform.position;

        if (useController)
        {
            dragForward = cursor.GetComponent <ControllerSeek>().forward;
        }

        if (directVelocity)
        {
            mover.Move(dragForward, mover.maxSpeed, true);
        }
        else
        {
            mover.Accelerate(dragForward);
        }
        if (tracer != null)
        {
            tracer.AddVertex(transform.position);
        }
    }