public void MoveAgent(float[] act) { // ~2-17 =============================================================================== //Vector3 dirToGo = Vector3.zero; //Vector3 rotateDir = Vector3.zero; //var forwardAxis = (int)act[0]; //var shootAxis = (int)act[1]; //switch (forwardAxis) //{ // case 1: // rotateDir = -transform.up; // break; // case 2: // rotateDir = transform.up; // break; //} //switch (shootAxis) //{ // case 1: // myWeaponCtrl.Fire(); // break; //} //playerRb.AddForce(dirToGo * moveSpeed * Time.fixedDeltaTime, ForceMode.VelocityChange); //transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed); // 2-17~ =============================================================================== Vector3 dirToGo = Vector3.zero; Vector3 rotateDir = Vector3.zero; var shootAxis = (int)act[0]; switch (shootAxis) { case 1: myWeaponCtrl.Fire(); break; } //playerRb.AddForce(dirToGo * moveSpeed * Time.fixedDeltaTime, ForceMode.VelocityChange); //transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed); }
public void MoveAgent(float[] act) { // 2-17~ =============================================================================== Vector3 dirToGo = Vector3.zero; Vector3 rotateDir = Vector3.zero; var shootAxis = (int)act[0]; isFire = false; switch (shootAxis) { case 1: myWeaponCtrl.Fire(); isFire = true; break; } }
public void MoveAgent(float[] act) { Vector3 dirToGo = Vector3.zero; Vector3 rotateDir = Vector3.zero; if (!isHealing) { var forwardAxis = (int)act[0]; var rotateAxis = (int)act[1]; var shootAxis = (int)act[2]; switch (forwardAxis) { case 1: dirToGo = transform.forward; break; case 2: dirToGo = -transform.forward; break; } switch (rotateAxis) { case 1: rotateDir = -transform.up; break; case 2: rotateDir = transform.up; break; } switch (shootAxis) { case 1: myWeaponCtrl.Fire(); break; } agentRb.AddForce(dirToGo * moveSpeed * Time.fixedDeltaTime, ForceMode.VelocityChange); transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed); } }