void Start() { _navMeshAgent = this.GetComponent <NavMeshAgent>(); if (_navMeshAgent == null) { Debug.LogError("The Nav mesh agent is not attached to " + gameObject.name); } else { if (_currentWaypoint == null) { GameObject[] allWaypoints = GameObject.FindGameObjectsWithTag("Waypoint"); if (allWaypoints.Length > 0) { while (_currentWaypoint == null) { int random = UnityEngine.Random.Range(0, allWaypoints.Length); ConWay startingWaypoint = allWaypoints[random].GetComponent <ConWay>(); if (startingWaypoint != null) { _currentWaypoint = startingWaypoint; } } } else { Debug.LogError("Failed to find any waypoint for use."); } } SetDestination(); } }
public ConWay NextWaypoint(ConWay previousWaypoint) { if (_connections.Count == 0) { Debug.LogError("Not Enough Waypoint in count."); return(null); } else if (_connections.Count == 1 && _connections.Contains(previousWaypoint)) { return(previousWaypoint); } else { ConWay nextWaypoint; int nextIndex = 0; do { nextIndex = UnityEngine.Random.Range(0, _connections.Count); nextWaypoint = _connections[nextIndex]; }while (nextWaypoint == previousWaypoint); return(nextWaypoint); } }
private void SetDestination() { if (_waypointsVisited > 0) { ConWay nextWaypoint = _currentWaypoint.NextWaypoint(_previousWaypoint); _previousWaypoint = _currentWaypoint; _currentWaypoint = nextWaypoint; } Vector3 targetVector = _currentWaypoint.transform.position; _navMeshAgent.SetDestination(targetVector); _traveling = true; }
// Use this for initialization void Start() { GameObject[] allWaypoints = GameObject.FindGameObjectsWithTag("Waypoint"); _connections = new List <ConWay>(); for (int i = 0; i < allWaypoints.Length; i++) { ConWay nextWaypoint = allWaypoints[i].GetComponent <ConWay>(); if (nextWaypoint != null) { if (Vector3.Distance(this.transform.position, nextWaypoint.transform.position) <= _connectivityRadius && nextWaypoint != this) { _connections.Add(nextWaypoint); } } } }