Esempio n. 1
0
        private void LateUpdate()
        {
            var camGroundPos    = GroundPos.Under(transform.position);
            var targetGroundPos = GroundPos.Under(m_Targets[m_Index].Position);
            var perp            = Vector3.Cross(targetGroundPos - camGroundPos, Vector3.up).normalized;

            var direction = (camGroundPos - targetGroundPos).normalized;
            var newCamPos = targetGroundPos
                            + direction * m_Distance
                            + perp * m_CamOffset.x
                            + Vector3.up * m_CamOffset.y;

            transform.position = Vector3.SmoothDamp(transform.position, newCamPos, ref m_MoveVelo, m_MoveDamp);

            var newLookPos = targetGroundPos
                             + perp * m_LookOffset.x
                             + Vector3.up * m_LookOffset.y;

            m_LookPos = Vector3.SmoothDamp(m_LookPos, newLookPos, ref m_LookVelo, m_LookDamp);
            transform.LookAt(m_LookPos);

            if (Input.GetKeyDown(KeyCode.Space))
            {
                m_Index = (m_Index + 1) % m_Targets.Length;
            }
        }
Esempio n. 2
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        public override void Initialize()
        {
            transform.position = GroundPos.Under(transform.position) + Vector3.up;

            m_PrevActions      = new float[c_NumActions];
            m_DecisionInterval = GetComponent <DecisionRequester>().DecisionPeriod;
            m_GroundDetectors  = GetComponentsInChildren <GroundDetector>();
            m_AntPhysics       = GetComponentInChildren <AntPhysics>();
            m_AntPhysics.Initialize();
        }
Esempio n. 3
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        public void RandomizePosition()
        {
            Vector2 p = Random.insideUnitCircle * m_RandomPositionRadius;

            transform.position = GroundPos.Under(m_DefPos + new Vector3(p.x, 0, p.y));
        }