private void SetInitialState() { bb.shouldMeteorBeTriggedAfterWandering = false; bb.meteorInmediate = false; angryEyes = false; exitRumble = false; head.NotWatchingPlayer(); bb.SetWormVulnerable(); elapsedTime = 0f; WPIndex = 0; destinyInRange = false; //Set initial substate, nav mesh layer and select a random route subState = SubState.WAITING; WormRoute newRoute; do { //int routeNum = Random.Range(0, head.routes.Length); int routeNum = Random.Range(bb.WanderingSettingsPhase.routeMinId, bb.WanderingSettingsPhase.routeMaxId + 1); newRoute = head.routes[routeNum]; }while (route == newRoute); route = newRoute; }
//Debug void OnDrawGizmos() { for (int i = 0; i < routes.Length; ++i) { WormRoute route = routes[i]; Gizmos.color = gizmosColors[i % gizmosColors.Length]; for (int j = 1; j < route.wayPoints.Length; ++j) { Gizmos.DrawLine(route.wayPoints[j - 1].transform.position, route.wayPoints[j].transform.position); } Gizmos.color = Color.green; Gizmos.DrawSphere(route.wayPoints[0].transform.position, 1f); Gizmos.color = Color.red; Gizmos.DrawSphere(route.wayPoints[route.wayPoints.Length - 1].transform.position, 1f); } }