// Update is called once per frame void Update() { if (!NodeManager.instance._initialized) { return; } if (!recalculatePath) { return; } tempTarg = Target; PathingManager.FindPath(gameObject.transform.position, tempTarg); recalculatePath = false; //// Dosnt work just yet //if (NodeManager.instance.nodes.Count > 0) //{ // for (int i = 0; i < NodeManager.instance.nodes.Count; i++) // { // while (Vector3.Distance(transform.position, NodeManager.instance.nodes[i].node.spacialInfo) > 0.5f) // { // transform.position = Vector3.Lerp(transform.position, NodeManager.instance.nodes[i].node.spacialInfo, 0.5f); // } // } //} }
void AssignPath() { if (!needPath || agentPath == null) { return; } needPath = false; agentPath = PathingManager.FindPath(gameObject.transform.position, destination); path = new Vector3[agentPath.Count + 1]; for (int i = 0; i < agentPath.Count; i++) { path[i] = agentPath[i].node.spacialInfo; } CheckPoint(); }