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); }
public void CreateOnePoint() { GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere); DestroyImmediate(obj.GetComponent <Collider>()); obj.transform.SetParent(transform); obj.name = "path " + pointS.Count; if (pointS.Count > 0) { obj.transform.position = pointS[pointS.Count - 1].transform.position + new Vector3(1, 0, 1); } else { obj.transform.localPosition = Vector3.zero; } C_PathWaypoint cPoint = obj.AddComponent <C_PathWaypoint>(); cPoint.path = this; pointS.Add(cPoint); }
/// 生成圆形路径,用来做围绕比较好 public void CreatCireclePointS() { anglePre = 360 / pathCount; int i = 0; for (float angle = 0; angle < 360; angle += anglePre) { float x = transform.position.x + radius * Mathf.Cos(angle * 3.14f / 180f); float y = transform.position.y + radius * Mathf.Sin(angle * 3.14f / 180f); GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere); DestroyImmediate(obj.GetComponent <Collider>()); obj.transform.SetParent(transform); obj.name = "path " + i.ToString(); obj.transform.position = new Vector3(x, transform.position.z, y); C_PathWaypoint cPoint = obj.AddComponent <C_PathWaypoint>(); cPoint.path = this; i++; pointS.Add(cPoint); } //draw = true; }