private DataRecord.WayPointsReal[] RotateWayPoints(Vector3 playerPos, DataRecord.WayPointsReal[] rotateWayPoint, float angle) { int length = rotateWayPoint.Length; DataRecord.WayPointsReal[] newWayPoints = new DataRecord.WayPointsReal[length]; for (int i = 0; i < length; ++i) { newWayPoints[i].realPosition = GeneralVector3.RotateCounterClockwise(playerPos, rotateWayPoint[i].realPosition, angle); newWayPoints[i].turnType = rotateWayPoint[i].turnType; } return(newWayPoints); }
//ZeroAction private Vector3 ZeroAcition(DataRecord.WayPointsReal playerPos, DataRecord.WayPointsReal wayPoint, float velocity = 0) { Vector3 endPosition = GeneralVector3.LineDistance(playerPos.realPosition, wayPoint.realPosition, velocity * timeHorizon); return(endPosition); }