void Awake() { Agent = this.gameObject.AddComponent <UnityEngine.AI.NavMeshAgent> (); trans = new UTransform(); Agent.updateRotation = false; Agent.updatePosition = true; Agent.acceleration = 20; Agent.radius = 0.1f; Agent.obstacleAvoidanceType = UnityEngine.AI.ObstacleAvoidanceType.NoObstacleAvoidance; }
public BattleCharactorView(UVector3 pos, UVector3 forword, BattlePerceptionView view, Pathfinder pathfiner) : base(view) { transform = new UTransform(); transform.position = pos; transform.forward = forword; Finder = pathfiner; //lastPost = pos.ToVector3(); }
void LookAt(UTransform target) { if (target == null) { return; } var v = target.position.ToUVer3(); var look = v - this.transform.position; if (look.magnitude <= 0.01f) { return; } look.y = 0; lockRotationTime = Time.time + 0.3f; var qu = Quaternion.LookRotation(look, Vector3.up); lookQuaternion = targetLookQuaternion = qu; }
void Awake() { //var lookat = UQuaternion.LookRotation(new UVector3(0, 0, -1)); mparent = new UTransform(); mtransfrom = new UTransform(); }
void Awake() { trans = new UTransform(); }
public BattleMissileView(BattlePerceptionView view) : base(view) { transform = new UTransform(); }