public static Vector2 GenerateWaypoint(MapManagerComponent.Tile tile, LayerMask maskObstacles, int numberOfTries) { int i = 0; Vector2 waypointGen; do { waypointGen = new Vector2(Random.Range(tile.x1, tile.x2), Random.Range(tile.z1, tile.z2)); i++; if (i > numberOfTries) { break; } } while (!CheckIfWalkable(ref waypointGen, maskObstacles)); return(waypointGen); }
//Vector3 originRayCast; //Vector3 destinationRayCast; public bool GenerateWaypoint(MapManagerComponent.Tile tile, int numberOfTries, out Vector2 genWaypoint) { int i = 0; do { genWaypoint = new Vector2(Random.Range(tile.x1, tile.x2), Random.Range(tile.z1, tile.z2)); i++; if (i > numberOfTries) { return(false); } } while(!CheckIfWalkable(ref genWaypoint, maskObstacles)); return(true); }
public void GoToPlayerTile(MapManagerComponent.Tile tile) { //TODO goto tile before searching, not necesarry? //TODO getobject tile, check if player in the same tile, to increase difficulty, make AI smarter SearchTileForPlayer(waypointsTries); }