Esempio n. 1
0
 void ProgressRoutine()
 {
     AIRoutine.WayPoint nextWaypoint = routine.GetNextWaypoint();
     SetTask(nextWaypoint.triggerable);
     //the line bellow will throw errors if both triggerable and rawPosition are not set. Leaving it as it is for now until I implement a better system to manage routines.
     PlanAndExecuteMovement(nextWaypoint.triggerable == null? nextWaypoint.rawPosition.position : nextWaypoint.triggerable.transform.position);
 }
Esempio n. 2
0
    void OnGUI()
    {
        //test
        //list routine waypoints on GUI
        float rectWidth = 400.0f;
        float xPosition = Screen.width - rectWidth;

        Rect rect = new Rect(xPosition, 10, rectWidth, 30);

        string line = "<size=20> --- AI ROUTINE --- </size>";

        GUI.Label(rect, line);

        for (int i = 0; i < routine.wayPoints.Length; i++)
        {
            AIRoutine.WayPoint waypoint = routine.wayPoints[i];
            rect.y += rect.height + 5;

            if (waypoint.triggerable != null)
            {
                line = "<size=15> Triggerable: " + waypoint.triggerable.gameObject.name + ".</size>";
            }
            else if (waypoint.rawPosition != null)
            {
                line = "<size=15> RawPosition: " + waypoint.rawPosition.gameObject.name + ".</size>";
            }
            else
            {
                line = "<size=15> --Empty waypoint-- </size>";
            }

            GUI.Label(rect, line);
        }
    }