private IEnumerator Rush() { float progress = 0; float increment = smoothness / duration; Eye.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.red); Legs1.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.red); Legs2.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.red); stopwalking = true; GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = false; yield return(new WaitForSeconds(whaiting)); rushing = true; anim.Play("Rush"); yield return(new WaitForSeconds(rushingtime)); rushing = false; yield return(new WaitForSeconds(1.0f)); stopwalking = false; if (!bStuck) { GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = true; } Eye.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.green); Legs1.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.green); Legs2.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.green); }
void Start() { anim = this.gameObject.GetComponent <Animator>(); Eye = this.gameObject.transform.Find("Sphere_001").gameObject; Legs1 = this.gameObject.transform.Find("Cylinder_004").gameObject; Legs2 = this.gameObject.transform.Find("Cylinder_005").gameObject; Target = GameObject.Find("Robo-Mainchar"); bStuck = false; stopwalking = false; rushing = false; speed = 0f; ToLookAt = new Vector3(Target.transform.position.x, this.transform.position.y, Target.transform.position.z); this.transform.LookAt(ToLookAt); Eye.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.green); Legs1.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.green); Legs2.GetComponent <MeshRenderer>().material.SetColor("_Color", Color.green); }