public static C_PathWaypoint CreateOne(GameObject target, C_Path path, bool isPausePoint = true) { Debug.Log("生成漫游点"); GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere); go.transform.SetParent(path.transform); go.transform.position = target.transform.position; go.transform.rotation = Quaternion.identity; go.name = target.name + " path"; C_PathWaypoint p = go.AddComponent <C_PathWaypoint>(); p.path = path; p.needStop = isPausePoint; return(p); }
/// 通过儿子的名称 public void StartPath(string songName) { //原工程 //WVR_Methord.CloseConsPointer_R(); stopStepIndex = 0; Transform son = transform.Find(songName); if (son == null) { return; } C_Path path = son.GetComponent <C_Path>(); if (path == null) { return; } StartPath(path); }
/// 重头开始一条路径 public void StartPath(C_Path cPath) { Vector3[] posS = cPath.GetPath(); curPath = cPath; float duration = cPath.duration; bool close = cPath.closePath; float delay = cPath.delay; int loop = cPath.loop; float lookAhead = cPath.lookAhead; curPath = cPath; //先按路径点算着,相信dotween的优化 SetPath(posS, duration, close, delay, loop, lookAhead); //SetPath根据位置点灵活的选择看向(posS, duration, close); //if (cPath.lookFor == null) //{ //SetPath(posS, duration, close, delay, loop, lookAhead); //} //else //{ // SetPath(posS, duration, close, cPath.lookFor, delay, loop); //} }