コード例 #1
0
 public void Push(Vector3 direction)
 {
     _agent.Move(direction);
 }
コード例 #2
0
 public void Move(Vector3 movementOffset)
 {
     movementOffset = Vector3.ClampMagnitude(movementOffset, MoveSpeed);
     meshAgent.Move(movementOffset);
     RotateTowardsMovementDirection(movementOffset);
 }
コード例 #3
0
ファイル: Enemy.cs プロジェクト: divanci/unity-fps
    // 寻路移动
    void MoveTo()
    {
        float speed = m_movSpeed * Time.deltaTime;

        m_agent.Move(m_transform.TransformDirection((new Vector3(0, 0, speed))));
    }
コード例 #4
0
 // Update is called once per frame
 void Update()
 {
     nav.Move(Vector3.right * Time.deltaTime);
 }
コード例 #5
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    private void FixedUpdate()
    {
        float speedfaktor = 5 * GetMovementRateModifier();

        if (!GetOverrideMovement())
        {
            //left stick
            targetVel = new Vector3(Input.GetAxisRaw("Horizontal_" + PlayerID), 0, Input.GetAxisRaw("Vertical_" + PlayerID));
        }
        else
        {
            targetVel = OverrideMovementVec;
        }

        if (!GetOverrideRotation())
        {
            //right stick
            targetDir = new Vector3(Input.GetAxisRaw("Horizontal2_" + PlayerID), 0, -Input.GetAxisRaw("Vertical2_" + PlayerID));
        }
        else
        {
            targetDir = OverrideRotationVec;
        }

        if (Vector3.Magnitude(targetDir) <= 0.3f)
        {
            targetDir = targetVel;
        }

        targetVel = targetVel * speedfaktor * Time.deltaTime;

        // Rotate towards Velocity Direction:
        if (targetDir.sqrMagnitude > 0)
        {
            transform.rotation = Quaternion.Slerp(gameObject.transform.rotation, Quaternion.LookRotation(targetDir), Time.deltaTime * RotationSpeed);
        }

        //PhysCont.SetVelRot(targetVel, targetDir);
        NavAgent.Move(targetVel);

        if (!IsWalking &&
            (GetOverrideMovement() ||
             (Input.GetAxisRaw("Horizontal_" + PlayerID) >= 0.05f ||
              Input.GetAxisRaw("Vertical_" + PlayerID) >= 0.05f ||
              Input.GetAxisRaw("Horizontal_" + PlayerID) <= -0.05f ||
              Input.GetAxisRaw("Vertical_" + PlayerID) <= -0.05f)))
        {
            IsWalking = true;
            StartBodyAnimation(Anim_StartWalking);
        }
        else if (IsWalking)
        {
            if (!GetOverrideMovement() &&
                (Input.GetAxisRaw("Horizontal_" + PlayerID) < 0.05f &&
                 Input.GetAxisRaw("Vertical_" + PlayerID) < 0.05f &&
                 Input.GetAxisRaw("Horizontal_" + PlayerID) > -0.05f &&
                 Input.GetAxisRaw("Vertical_" + PlayerID) > -0.05f))
            {
                IsWalking = false;
                StartBodyAnimation(Anim_EndWalking);
            }
            else
            {
                StartBodyAnimation(speedfaktor / 10);
            }
        }
    }
コード例 #6
0
    void MoveTo()
    {
        float speed = moveSpeed * Time.deltaTime;

        agent.Move(transform.TransformDirection(new Vector3(0, 0, speed)));
    }
コード例 #7
0
ファイル: Ai.cs プロジェクト: GhoulFeast/testgame
 /// <summary>
 ///
 /// </summary>
 /// <param name="opv"></param>
 public void GoToPosition(Vector3 opv)
 {
     agent.Move(opv);
 }
コード例 #8
0
 public void SetTarget(Vector3 targetPosition) => _navMeshAgent.Move((targetPosition - transform.position).normalized * Time.deltaTime * _moveSpeed);
コード例 #9
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 private void MoveWithAgent()
 {
     agent.Move(transform.TransformDirection(velocity) * agentSpeedMult * Time.deltaTime);
     transform.Rotate(angularVelocity * agentRotMult * agent.angularSpeed * Time.deltaTime, Space.Self);
 }
コード例 #10
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 public void MoveForward(float deltaTime)
 {
     agent.Move(transform.forward * data.Speed * deltaTime);
 }
コード例 #11
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    // Update is called once per frame
    void Update()
    {
        if (anim.GetCurrentAnimatorStateInfo(0).IsName("FlyBack") && anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 0.8f)
        {
            return;
        }

        if (isPerformingLongRangeAttack == true && !anim.GetCurrentAnimatorStateInfo(0).IsName("Walk"))
        {
            anim.ResetTrigger("Walk");
        }
        if (isMonsterHit == true)
        {
            if (timer < 3f && (!anim.GetCurrentAnimatorStateInfo(0).IsName("StandUp")))
            {
                timer += Time.deltaTime;
            }
            else
            {
                timer        = 0;
                isMonsterHit = false;
            }
        }
        else if (isMonsterHit == false && playerHurt == false)
        {
            haltCombo = false;
        }

        this.transform.position = new Vector3(this.transform.position.x, 0, this.transform.position.z);
        distMagnitude           = dist.magnitude;
        dist   = player.transform.position - this.transform.position;
        dist.y = 0;
        if (isMonsterHit == true)
        {
            anim.ResetTrigger("Walk");
        }
        else if (dist.magnitude < RangeFromPlayer && isMonsterHit == false)
        {
            Quaternion transRot = Quaternion.LookRotation(new Vector3(player.transform.position.x - this.transform.position.x, 0, player.transform.position.z - this.transform.position.z), transform.up);
            this.transform.rotation = Quaternion.Slerp(transRot, this.transform.rotation, 0.7f);
            if (dist.magnitude > 11f)
            {
                if (LongRange == true)
                {
                    if (isPerformingLongRangeAttack == false)
                    {//anim.SetTrigger("GroundSmash");
                        SelectLongRangeAttack();
                        if (LongRangeInt == 0)
                        {
                            if (!anim.GetCurrentAnimatorStateInfo(0).IsName("Slash"))
                            {
                                anim.SetTrigger("GroundSmash");
                            }
                        }
                        else if (LongRangeInt == 1)
                        {
                            if (!anim.GetCurrentAnimatorStateInfo(0).IsName("GroundSmash"))
                            {
                                anim.SetTrigger("Slash");
                            }
                            StartCoroutine(SetSlashPerformingLongeFalse());
                        }
                    }
                }
                else
                //charCont.Move(dist.normalized*10 * Time.deltaTime);
                {
                    if (!(anim.GetCurrentAnimatorStateInfo(0).IsName("FlyBack")) && !(anim.GetCurrentAnimatorStateInfo(0).IsName("StandUp")))

                    {
                        if (isPerformingLongRangeAttack == true)
                        {
                            anim.SetTrigger("Idle");
                        }
                        else
                        {
                            anim.SetTrigger("Walk");
                            nav.Move(dist.normalized * 10 * Time.deltaTime);
                        }
                    }
                }
            }
            else
            {
                if (!(anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1))
                {
                    comboInAction = false;
                }

                // Debug.Log("Resetting walk");
                SelectCombo();
            }
        }
        else if (dist.magnitude >= RangeFromPlayer)
        {
            if (!(anim.GetCurrentAnimatorStateInfo(0).IsName("IdleMonster")))
            {
                anim.SetTrigger("Idle");
            }
            else if (playerHurt == true)
            {
                anim.SetTrigger("Idle");
            }
        }
        if (!charCont.isGrounded)
        {
            charCont.Move(new Vector3(0, -4 * Time.deltaTime, 0));
        }


        this.gameObject.transform.position = new Vector3(this.transform.position.x, 0, this.transform.position.z);
    }
コード例 #12
0
ファイル: Agent.cs プロジェクト: ZEN-ZAI/Final-Project
 public void Move(Vector3 direction)
 {
     this.moveDirection = direction;
     agent.Move(moveDirection);
 }
コード例 #13
0
ファイル: PlayerMove.cs プロジェクト: floatyears/CodeX
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.LeftArrow))         //左
        {
            agent.Move(Vector3.left * speed.z);
        }
        else if (Input.GetKey(KeyCode.UpArrow))
        {
            agent.Move(Vector3.back * speed.z);
        }
        else if (Input.GetKey(KeyCode.DownArrow))
        {
            agent.Move(Vector3.forward * speed.z);
        }
        else if (Input.GetKey(KeyCode.RightArrow))          //下
        {
            agent.Move(Vector3.right * speed.z);
        }
        else if (Input.GetKey(KeyCode.C))
        {
        }

        Vector3?dest = null;

        //传送过程中不能操作
        if ((moveState & MoveState.Teleport) == MoveState.NONE)
        {
            if (Input.GetKey(KeyCode.D))      //右
            {
                moveDir = -1;                 //右边
                interTrans.eulerAngles = new Vector3(0, 270, 0);
                int idx = -1;
                if ((idx = CheckTrigger(false, TeleportType.DownRight)) >= 0)                 //传送到其他地方
                {
                    moveState           |= MoveState.Teleport;
                    moveState           &= ~MoveState.Normal;
                    agent.updatePosition = false;
                    lastTrigger          = teleports[idx];

                    teleportStartPos  = transform.position;
                    teleportDest      = lastTrigger.worldDestPos;
                    teleportDest.x   += modelSize.x / 2 * moveDir;
                    totalTeleportTime = Mathf.Sqrt(Mathf.Abs(teleportDest.y - transform.position.y) * 2 / gravity); //总时间
                    curTeleportTime   = 0f;
                    teleportVel       = new Vector3(moveDir * agent.speed, 0f, 0f);                                 // (teleportDest - teleportStartPos + 0.5f * new Vector3(0f, gravity, 0f)  * teleportTime * teleportTime) / teleportTime;
                }
                else
                {
                    moveState |= MoveState.Normal;
                    dest       = agent.transform.position + Vector3.left * speed.z;              //
                }
            }
            else if (Input.GetKey(KeyCode.W))
            {
                moveState |= MoveState.Normal;
                dest       = agent.transform.position + Vector3.back * speed.z;
            }
            else if (Input.GetKey(KeyCode.S))
            {
                moveState |= MoveState.Normal;
                dest       = agent.transform.position + Vector3.forward * speed.z;
            }
            else if (Input.GetKey(KeyCode.A))              //左
            {
                interTrans.eulerAngles = new Vector3(0, 90, 0);
                moveDir = 1;
                int idx = -1;
                if ((idx = CheckTrigger(false, TeleportType.DownLeft)) >= 0)                 //传送到其他地方
                {
                    moveState           |= MoveState.Teleport;
                    moveState           &= ~MoveState.Normal;
                    agent.updatePosition = false;
                    lastTrigger          = teleports[idx];

                    teleportStartPos  = transform.position;
                    teleportDest      = lastTrigger.worldDestPos;
                    teleportDest.x   += modelSize.x / 2 * moveDir;
                    totalTeleportTime = Mathf.Sqrt(Mathf.Abs(teleportDest.y - transform.position.y) * 2 / gravity);                 //总时间
                    curTeleportTime   = 0f;
                    teleportVel       = new Vector3(moveDir * agent.speed, 0f, 0f);
                }
                else
                {
                    moveState |= MoveState.Normal;
                    dest       = agent.transform.position + Vector3.right * speed.z;
                }
            }
            else               //没有一般移动
            {
                moveState &= ~MoveState.Normal;
            }

            //可以同时按下方向键和空格键
            if (Input.GetKey(KeyCode.Space))             //跳跃
            {
                if (jumpTime == 0f)
                {
                    jumpTime = 0f;
                }
                moveState |= MoveState.Jump;

                int idx = -1;
                if ((idx = CheckTrigger(false, moveDir == -1 ? TeleportType.JumpRight : TeleportType.JumpLeft)) >= 0)                 //传送到其他地方
                {
                    moveState           |= MoveState.Teleport;
                    moveState           &= ~MoveState.Normal;
                    agent.updatePosition = false;
                    lastTrigger          = teleports[idx];

                    teleportStartPos = transform.position;
                    teleportDest     = lastTrigger.worldDestPos;
                    float y = 0f;
                    if (lastTrigger.type == TeleportType.UpLeft || lastTrigger.type == TeleportType.UpRight) //向上跳需要更大的加速度
                    {
                        y                 = teleportDest.y - transform.position.y;                           // + 1f;
                        teleportVel       = new Vector3(agent.speed * moveDir, gravity * Mathf.Sqrt(2 * y / gravity), 0f);
                        totalTeleportTime = Mathf.Sqrt(2 * y / gravity);                                     // + Mathf.Sqrt(2/gravity);
                    }
                    else
                    {
                        teleportVel       = new Vector3(agent.speed * moveDir, jumpVel, 0f);
                        y                 = transform.position.y - teleportDest.y;
                        totalTeleportTime = jumpVel / gravity + Mathf.Sqrt(2 * (0.5f * jumpVel * jumpVel / gravity + transform.position.y - teleportDest.y) / gravity);
                    }
                    curTeleportTime = 0f;
                }
            }
        }

        if ((moveState & MoveState.Teleport) != MoveState.NONE)         //传送状态
        {
            if (curTeleportTime < totalTeleportTime)
            {
                curTeleportTime         += Time.deltaTime;
                transform.position       = CalcTeleportPos(curTeleportTime);
                interTrans.localPosition = Vector3.zero;
            }
            else
            {
                var tmp = transform.position;
                tmp.y = teleportDest.y;
                agent.Warp(tmp);
                agent.updatePosition = true;
                moveState           &= ~MoveState.Teleport;
                moveState           &= ~MoveState.Jump;

                totalTeleportTime = 0f;
                curTeleportTime   = -1f;
                lastTrigger       = null;
                animContrller.SetInteger("aniState", (int)PlayerAnimationNames.IDLE1);
            }
        }
        else
        {
            if ((moveState & MoveState.Normal) != MoveState.NONE)             //一般的移动
            {
                if (dest != null)
                {
                    agent.SetDestination(dest.Value);
                }
            }
            else
            {
                agent.Warp(transform.position);                 //停到当前的位置
            }

            if ((moveState & MoveState.Jump) != MoveState.NONE)             //跳跃状态
            {
                var y = jumpVel * jumpTime - 0.5f * gravity * jumpTime * jumpTime;
                jumpTime += Time.deltaTime;
                if (jumpTime > 0.1f && y < 0f)
                {
                    moveState &= ~MoveState.Jump;
                    y          = 0f;
                    jumpTime   = 0f;
                }
                interTrans.localPosition = new Vector3(0, y, 0);
            }
        }

        //动作的处理部分
        if ((moveState & MoveState.Jump) != MoveState.NONE)
        {
            animContrller.SetInteger("aniState", (int)PlayerAnimationNames.JUMP);
        }
        else if ((moveState & MoveState.Normal) != MoveState.NONE)
        {
            animContrller.SetInteger("aniState", (int)PlayerAnimationNames.RUN);
        }
        else
        {
            animContrller.SetInteger("aniState", (int)PlayerAnimationNames.IDLE1);
        }

        if (Input.mouseScrollDelta.y != 0f)
        {
            scrollDelta += Input.mouseScrollDelta.y;
            z           += Input.mouseScrollDelta.y;
            z            = Mathf.Max(z, minZ);
            z            = Mathf.Min(z, maxZ);
        }


        var temp = character.position;

        temp.z = z;

        cam.transform.position = temp;
    }
コード例 #14
0
 public void Move(Vector3 direction)
 {
     navMeshAgent.Move(direction * navMeshAgent.speed * Time.deltaTime);
 }
コード例 #15
0
    public void SetPos(Vector3 vec)
    {
//        transform.position = vec;
        _navAgent.Move(vec - transform.position);
        _navAgent.isStopped = true;
    }
コード例 #16
0
    private void Update()
    {
        currentTimer += 1 * Time.deltaTime;

        if (enemyChase.shipTarget == null && health.isDead == false)
        {
            if (currentTimer >= maxTimer)
            {
                //m_Agent.destination = m_HitInfo.point;
                m_Path = new NavMeshPath();

                enemAgent.CalculatePath(Wander(),
                                        m_Path);
                pathIter            = 1;
                enemAgent.isStopped = false;


                currentTimer = 0;
            }
        }

        if (m_Path.corners == null || m_Path.corners.Length == 0)
        {
            return;
        }


        if (pathIter >= m_Path.corners.Length)
        {
            if (!health.isDead)
            {
                destination = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
            }
            enemAgent.isStopped = true;
            return;
        }
        else
        {
            destination = m_Path.corners[pathIter];
        }

        if (destination.x < float.PositiveInfinity)
        {
            Vector3 direction = destination - AgentPosition;
            var     newDir    =
                Vector3.RotateTowards(transform.forward,
                                      direction,
                                      50 * Time.deltaTime, 0.0f);
            var newRot = Quaternion.LookRotation(newDir);
            transform.rotation =
                Quaternion.Slerp(transform.rotation,
                                 newRot, Time.deltaTime * SPEED);

            float distance =
                Vector3.Distance(AgentPosition, destination);

            if (distance > enemAgent.radius + 0.1)
            {
                Vector3 movement =
                    transform.forward * Time.deltaTime * SPEED;

                //if not dead
                if (!health.isDead)
                {
                    enemAgent.Move(movement);
                }
            }
            else
            {
                ++pathIter;
                if (pathIter >= m_Path.corners.Length)
                {
                    //here!!
                    //destination = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);


                    enemAgent.isStopped = true;
                }
            }
        }
    }
コード例 #17
0
        void Patrol()
        {
            lazer       = false;
            agent.speed = patrolSpeed;
            path        = new NavMeshPath();
            if (gameObject.CompareTag("FloatingEyebot"))
            {
                agent.stoppingDistance = 1;
            }

            //path = new NavMeshPath();
            //agent.CalculatePath(waypoints[waypointInd].transform.position, path);
            //chaseSpeed = 3;
            //agent.speed = chaseSpeed;
            //agent.isStopped = true;
            //agent.SetPath(path);



            if (Vector3.Distance(transform.position, waypoints[waypointInd].transform.position) > 2)
            {
                agent.SetDestination(waypoints[waypointInd].transform.position);
                if (pathpending)
                {
                    agent.isStopped = false;

                    if (Vector3.Distance(playa.position, transform.position) <= 150)
                    {
                        agent.Move(agent.desiredVelocity * Time.deltaTime);
                    }
                }
                if (!pathpending)
                {
                    agent.isStopped = false;
                    if (Vector3.Distance(playa.position, transform.position) <= 150)
                    {
                        agent.Move(agent.desiredVelocity * Time.deltaTime);
                    }
                }
                //agent.CalculatePath(waypoints[waypointInd].transform.position, path);

                //agent.SetPath(path);
                agent.SetDestination(waypoints[waypointInd].transform.position);
                if (Vector3.Distance(playa.position, transform.position) <= 150)
                {
                    agent.Move(agent.desiredVelocity * Time.deltaTime);
                }

                //character.Move(agent.desiredVelocity, false, false);
            }
            else if (Vector3.Distance(transform.position, waypoints[waypointInd].transform.position) <= 2)
            {
                //agent.destination = (waypoints[waypointInd+1].transform.position);
                //agent.Move(agent.desiredVelocity * Time.deltaTime);
                //character.Move(Vector3.zero, false, false);

                if (!randomize)
                {
                    waypointInd = waypointInd += 1;
                    if (waypointInd >= waypoints.Length)
                    {
                        waypointInd = 0;
                    }
                }
                if (randomize)
                {
                    waypointInd = Random.Range(0, waypoints.Length);
                }
                //Patrol();
                agent.SetDestination(waypoints[waypointInd].transform.position);
                //agent.CalculatePath(waypoints[waypointInd].transform.position, path);

                //agent.SetPath(path);
                agent.Move(agent.desiredVelocity * Time.deltaTime);
                //character.Move(agent.desiredVelocity, false, false);
            }
            else
            {
                //character.Move(Vector3.zero, false, false);
                //agent.SetDestination(waypoints[waypointInd].transform.position);
                //character.Move(agent.desiredVelocity, false, false);
            }
        }
コード例 #18
0
 void NavMeshAgentMove(float horizontal, float vertical)
 {
     _agent.Move(transform.forward * vertical * _speed * Time.deltaTime);
     _rigidbody.AddTorque(new Vector3(0, horizontal * 0.5f * _speed, 0));
 }
コード例 #19
0
    //Input Controls
    void Control()
    {
        //Para evitar que se desajuste la animación con los cambios de cámara de las cinemáticas.
        if (isShooting)
        {
            anim.enabled = false;
        }
        else
        {
            anim.enabled = true;
        }

        //Si el Manager nos permite movernos
        if (MazzManager.mm.canMove || alwaysMove)
        {
            //Cosas de camara
            xRotCounter += Input.GetAxis("Mouse X") * xMoveThreshold * Time.deltaTime;
            yRotCounter += Input.GetAxis("Mouse Y") * yMoveThreshold * Time.deltaTime;
            yRotCounter  = Mathf.Clamp(yRotCounter, yMinLimit, yMaxLimit);
            //xRotCounter = xRotCounter % 360;//Optional
            playerCam.localEulerAngles = new Vector3(-yRotCounter, xRotCounter, 0);


            if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
            {
                anim.SetBool("Walking", true);
                if (!audioWalking.isPlaying)
                {
                    audioWalking.Play();
                }
            }
            else
            {
                anim.SetBool("Walking", false);
                audioWalking.Stop();
            }


            if (hidePantufla)
            {
                weapon.GetComponent <BoxCollider>().enabled = false;
                weapon.transform.GetChild(0).gameObject.SetActive(false);
                //weapon.SetActive(false);
            }
            else
            {
                //weapon.GetComponent<BoxCollider>().enabled = true;
                weapon.transform.GetChild(0).gameObject.SetActive(true);
                //weapon.SetActive(true);
            }

            navMeshAgent.Move(playerCam.forward * Input.GetAxis("Vertical") * Time.deltaTime * speed);
            navMeshAgent.Move(playerCam.right * Input.GetAxis("Horizontal") * Time.deltaTime * speed);



            if (Input.GetButtonDown("Fire2") && !isShooting && !attacking)
            {
                Instantiate(prefab, shootPoint.transform.position, shootPoint.transform.rotation);
                isShooting = true;
            }
            if (Input.GetButtonDown("Fire1") && !hidePantufla)
            {
                weapon.GetComponent <BoxCollider>().enabled = true;
                attacking = true;
                anim.SetTrigger("Attacking");
                //Ataque principal
                audioHit.Play();
                Invoke("DisableWeapon", 0.5f);
            }
        }
    }
コード例 #20
0
 public void Move()
 {
     agent.Move(transform.forward * Time.deltaTime * speed);
 }
コード例 #21
0
    // Update is called once per frame
    void Update()
    {
        // BOAT TARGETING
        // Do I have a boat as target (and not on an alternative path) ?
        if (boat.target != null && timeUntilResettingCourse < 0 && useAINav)
        {
            // check range
            float dist = Vector3.Distance(transform.position, boat.target.transform.position);
            if (dist > (boat.firing ? FIRING_DIST_GO_NEAR_AGAIN : FIRING_DIST))
            {
                // go nearer
                agent.destination = boat.target.transform.position;
                // stop firing
                boat.firing = false;
            }
            else
            {
                // near enough
                boat.firing = true;
                // go 90° to fire
                NavMeshHit actualPoint;
                NavMesh.SamplePosition(
                    transform.position + (Quaternion.AngleAxis(90, Vector3.up) * (boat.target.transform.position - transform.position)).normalized * agent.speed,
                    out actualPoint, 2, -1);
                agent.destination = actualPoint.position;
            }
        }

        // RIGHT CLICK TO MOVE
        if (Input.GetMouseButtonDown(1) && !EventSystem.current.IsPointerOverGameObject())
        {
            RaycastHit hit;
            if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 1000))
            {
                // WAYPOINTS
                if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.LeftControl))
                {
                    // add a new waypoint
                    Debug.Log("New waypoint");
                    wayPoints.Add(hit.point);
                    wayPointMarkers.Add(GameObject.Instantiate(markersPrefab, hit.point, Quaternion.identity));
                    if (wayPoints.Count == 1)   // first one ?
                    {
                        agent.destination = hit.point;
                    }
                }
                else
                {
                    Debug.Log("Clear waypoints");
                    // clear all
                    wayPoints.Clear();
                    wayPointMarkers.ForEach(o => GameObject.Destroy(o));
                    wayPointMarkers.Clear();
                    // add a new waypoint
                    wayPoints.Add(hit.point);
                    wayPointMarkers.Add(GameObject.Instantiate(markersPrefab, hit.point, Quaternion.identity));
                    agent.destination = hit.point;
                }
            }
        }

        // Check to see if we're near of a waypoint and there remaining waypoints after that
        if (agent.remainingDistance < MIN_REMAINING_DIST && wayPoints.Count > 1)
        {
            // remove current one
            wayPoints.RemoveAt(0);
            GameObject.Destroy(wayPointMarkers[0]);
            wayPointMarkers.RemoveAt(0);
            // next!
            agent.destination = wayPoints[0];
        }


        // update agent speed depending on wind
        agent.speed = Common.baseBoatSpeed * WindFactor();

        // ZIGZAG WHEN FACING WIND
        // check if we're on alternate course
        if (timeUntilResettingCourse > 0)
        {
            timeUntilResettingCourse -= Time.deltaTime;
            // time to get back on original course
            if (timeUntilResettingCourse < 0)
            {
                agent.destination = storedDestination;
            }
            else
            {
                // go in the newDir direction
                // try to find a point on the navmesh
                NavMeshHit actualPoint;
                NavMesh.SamplePosition(this.transform.position + newDir, out actualPoint, 5, -1);
                agent.destination = actualPoint.position;
                debugPillar.transform.position = actualPoint.position;
            }
        }

        // TURNING AND WIND
        if (agent.hasPath)
        {
            // get angle between the next straight line and direction
            float angleToTurn = Vector3.SignedAngle(agent.steeringTarget - this.transform.position, this.transform.forward, Vector3.up);
            if (Mathf.Abs(angleToTurn) > 60 && agent.velocity.magnitude < 1)
            {
                agent.isStopped = true;
                this.transform.Rotate(0, agent.angularSpeed * Time.deltaTime * -Mathf.Sign(angleToTurn), 0);
                agent.Move(this.transform.forward * (agent.speed * Time.deltaTime / 5));
            }
            else
            {
                agent.isStopped = false;
                // are we already on alternate course AND using AI to avoid facing the wind ?
                if (timeUntilResettingCourse < 0 && useAINav)
                {
                    // NO, then check if the boat is facing the wind
                    int dir       = 180 - (int)Vector3.SignedAngle(agent.steeringTarget - this.transform.position, Vector3.back, Vector3.up);
                    int angleDiff = Mathf.Abs(uiManager.Wind - dir) % 360;
                    if (angleDiff > 160 && angleDiff < 200)   // lest than 20° from facing the wind
                    // change goal for 2sec
                    // first find new angle
                    {
                        int newAngle = angleDiff < 180 ? uiManager.Wind - 140 : uiManager.Wind + 140; // new angle diff is 140°
                        // get new direction
                        newDir                   = Quaternion.AngleAxis(newAngle, Vector3.up) * Vector3.forward * Common.baseBoatSpeed;
                        storedDestination        = agent.destination;
                        timeUntilResettingCourse = 1;
                    }
                }
            }
        }
    }
コード例 #22
0
        void Update()
        {
            if (leftController.GetButton((Valve.VR.EVRButtonId)runButton) || rightController.GetButton((Valve.VR.EVRButtonId)runButton) &&
                !isToggle)
            {
                zVelLeft  = vrRig.s_head.transform.InverseTransformDirection(leftController.getDeviceVelocity()).z;
                zVelRight = vrRig.s_head.transform.InverseTransformDirection(rightController.getDeviceVelocity()).z;

                xVelLeft  = vrRig.s_head.transform.InverseTransformDirection(leftController.getDeviceVelocity()).x;
                xVelRight = vrRig.s_head.transform.InverseTransformDirection(rightController.getDeviceVelocity()).x;

                if (swingingArmBack && motionType != eMotionType.BREAST_STROKE)
                {
                    float posX = (leftController.getDeviceVelocity().x < 0) ? leftController.getDeviceVelocity().x * -1 : leftController.getDeviceVelocity().x;
                    float posY = (leftController.getDeviceVelocity().y < 0) ? leftController.getDeviceVelocity().y * -1 : leftController.getDeviceVelocity().y;
                    float posZ = (leftController.getDeviceVelocity().z < 0) ? leftController.getDeviceVelocity().z * -1 : leftController.getDeviceVelocity().z;

                    swingForce = Mathf.Max(posX, posY, posZ) * swingForceMultiplier;

                    agent.Move(transform.root.GetComponent <VRLocomotionRig>().s_head.transform.forward *moveSpeed *swingForce *Time.deltaTime);
                }
                else if (swingingArmBack && motionType == eMotionType.BREAST_STROKE)
                {
                    switch (swimSettings)
                    {
                    case eSwimSettings.FREE: {
                        agent.enabled = false;

                        float posX = (leftController.getDeviceVelocity().x < 0) ? leftController.getDeviceVelocity().x * -1 : leftController.getDeviceVelocity().x;
                        float posY = (leftController.getDeviceVelocity().y < 0) ? leftController.getDeviceVelocity().y * -1 : leftController.getDeviceVelocity().y;
                        float posZ = (leftController.getDeviceVelocity().z < 0) ? leftController.getDeviceVelocity().z * -1 : leftController.getDeviceVelocity().z;

                        transform.root.position += transform.forward / (moveSpeed * 12) * (Mathf.Max(posX, posY, posZ) * 4);
                        break;
                    }

                    case eSwimSettings.LOCKED_TO_NAV_MESH: agent.Move(transform.root.GetComponent <VRLocomotionRig>().s_head.transform.forward *Time.deltaTime *moveSpeed); break;
                    }
                }

                switch (motionType)
                {
                case eMotionType.ARM_SWING:                     UpdateArmSwing();                        break;

                case eMotionType.SKIING:                                        UpdateSkiing();                                  break;

                case eMotionType.BREAST_STROKE: UpdateBreastStroke();            break;

                default: Debug.LogWarning("Somehow you have no motion type set??"); break;
                }
            }
            else if (leftController.GetButtonDown((Valve.VR.EVRButtonId)runButton) ||
                     rightController.GetButtonDown((Valve.VR.EVRButtonId)runButton) && isToggle)
            {
                toggleOn = !toggleOn;
            }

            if (isToggle)
            {
                if (toggleOn)
                {
                    if (swingingArmBack && motionType != eMotionType.BREAST_STROKE)
                    {
                        agent.Move(transform.root.GetComponent <VRLocomotionRig>().s_head.transform.forward *Time.deltaTime *moveSpeed);
                    }
                    else if (swingingArmBack && motionType == eMotionType.BREAST_STROKE)
                    {
                        switch (swimSettings)
                        {
                        case eSwimSettings.FREE: {
                            agent.enabled            = false;
                            transform.root.position += transform.forward / (moveSpeed * 12);
                            break;
                        }

                        case eSwimSettings.LOCKED_TO_NAV_MESH: agent.Move(transform.root.GetComponent <VRLocomotionRig>().s_head.transform.forward *Time.deltaTime *moveSpeed); break;
                        }

                        switch (motionType)
                        {
                        case eMotionType.ARM_SWING:                     UpdateArmSwing();                        break;

                        case eMotionType.SKIING:                                        UpdateSkiing();                                  break;

                        case eMotionType.BREAST_STROKE: UpdateBreastStroke();            break;

                        default: Debug.LogWarning("Somehow you have no motion type set??"); break;
                        }
                    }
                }
                else
                {
                    agent.velocity = Vector3.zero;
#if UNITY_5_6
                    agent.isStopped = true;
#else
                    agent.Stop();
#endif
                }
            }
        }
コード例 #23
0
ファイル: PlayerMovement.cs プロジェクト: ReesMorris/mobarius
    // Called every frame
    void Update()
    {
        // Tell other clients where this player is in the world (and their rotation)
        if (!photonView.isMine)
        {
            transform.position = Vector3.Lerp(transform.position, trueLoc, Time.deltaTime * 5);
            transform.rotation = Quaternion.Lerp(transform.rotation, trueRot, Time.deltaTime * 5);
        }

        // Move this player?
        else
        {
            // Get current 3D mouse position
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            // Set the movement speed
            navMeshAgent.speed = (champion.movementSpeed / 120f);

            if (Input.GetButton("Fire2") && !playerChampion.IsDead)
            {
                // Are we attacking an enemy?
                if (Physics.Raycast(ray, out hit, 100, LayerMask.GetMask("Targetable")))
                {
                    Targetable targetable = hit.transform.GetComponent <Targetable>();

                    // Is the enemy actually an enemy (on the other team)?
                    if (targetable == null || (targetable != null && targetable.allowTargetingBy == photonView.owner.GetTeam()))
                    {
                        defaultAttack.target = hit.transform.gameObject;
                    }
                }

                // Are we trying to move on the ground?
                else if (Physics.Raycast(ray, out hit, 100, LayerMask.GetMask("Floor")))
                {
                    // Are we in the top-down camera mode?
                    if (mapProperties.display == PlayerCamera.CameraDisplays.TopDown)
                    {
                        defaultAttack.target     = null;
                        navMeshAgent.destination = hit.point;
                        navMeshAgent.isStopped   = false;
                    }
                }
            }

            // Support for third-person camera mode using WASD instead of right-click
            if (mapProperties.display == PlayerCamera.CameraDisplays.ThirdPerson)
            {
                if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S))
                {
                    playerAnimator.PlayAnimation("Walking");
                }
                else
                {
                    playerAnimator.PlayAnimation("Idle");
                }
                if (Input.GetKey(KeyCode.W))
                {
                    navMeshAgent.Move(transform.forward / 18f);
                }
                if (Input.GetKey(KeyCode.A))
                {
                    transform.Rotate(Vector3.down * 3f);
                }
                if (Input.GetKey(KeyCode.S))
                {
                    navMeshAgent.Move(-transform.forward / 18f);
                }
                if (Input.GetKey(KeyCode.D))
                {
                    transform.Rotate(Vector3.up * 3f);
                }
            }

            // Stop moving if we have reached the destination or we are dead
            if (navMeshAgent.remainingDistance <= 0.2f || playerChampion.IsDead)
            {
                if (!navMeshAgent.isStopped)
                {
                    playerAnimator.PlayAnimation("Idle");
                }
                navMeshAgent.velocity  = Vector3.zero;
                navMeshAgent.isStopped = true;
            }

            // Update the animation if all else fails
            if (!navMeshAgent.isStopped && playerAnimator.CurrentAnimation != "Walking")
            {
                playerAnimator.PlayAnimation("Walking");
            }

            // Clear the target of our default attack when we die
            if (playerChampion.IsDead)
            {
                defaultAttack.target = null;
            }

            // Update the animation to walking if all else fails (volume 2)
            if (!navMeshAgent.isStopped)
            {
                if (onPlayerMove != null)
                {
                    onPlayerMove();
                }
            }
        }
    }
コード例 #24
0
    void LateUpdate()
    {
        if (!doRootMotion)
        {
            return;
        }

        float nextAnimTime = (playingAnimState.time + (Time.deltaTime * playingAnimState.speed));

        // 다음 프레임에 애니메이션이 끝나는지 체크하기 위함.
        // 애니메이션 길이를 1이라고 봤을때, 0.9999라면, 다음 프레임은 내부적으로만 처리되기 때문에,
        // 정확한 위치 값 적용을 위해서 마지막도 계산필요.
        if (nextAnimTime >= playingAnimLength || !playingAnimState.enabled)
        {
            End();

            return;
        }

        Vector3 newPos   = playingCurve.GetOffset(playingAnimState.time);
        Vector3 deltaPos = newPos - prevFramePos;

        if (GameDefine.skillPushTest)
        {
            //if(mover.gameObject.GetComponent<Unit>().UnitType == UnitType.Unit || mover.gameObject.GetComponent<Unit>().UnitType == UnitType.Boss)
            if (!_ignoreEnemy)
            {
                Vector3 nextRealPos = mover.position + (Vector3.Dot(deltaPos, Vector3.forward) * mover.transform.forward);
                Vector3 dir         = (nextRealPos - mover.position).normalized;

                //Debug.DrawRay(mover.position, dir, Color.red, 0.5f);

                RaycastHit hit;
                LayerMask  mask = 1 << LayerMask.NameToLayer("Unit");

                if (Physics.Raycast(mover.position, dir, out hit, 1f, mask))
                //if (Physics.Raycast(mover.position, dir, out hit, 0.5f))
                {
                    //Debug.Log(hit);
                    doRootMotion = false;
                    return;
                }
            }
        }

        // 프레임당 이동값을 더해준다.
        if (null != moverAgent && moverAgent.enabled)
        {
            moverAgent.Move((Vector3.Dot(deltaPos, Vector3.forward) * mover.transform.forward));
        }
        else
        {
            mover.transform.localPosition += (Vector3.Dot(deltaPos, Vector3.forward) * mover.transform.forward);
        }

        // 현재 로컬 위치를 저장해둔다.
        prevFramePos = newPos;

        // 로컬 위치 초기화
        // TODO : die애니메이션의 x, z값 변동이 커서 눈에 띄어서 일단 주석.
        //animatedRoot.localPosition = new Vector3( 0, animatedRoot.localPosition.y, 0 );
    }
コード例 #25
0
 public void IdleMovement()
 {
     if (idleDurration > 0)
     {
         Vector3 dir;
         idleDurration -= Time.deltaTime;
         if (idlestate == 1)
         {
             SwitchState(EnemyState.idle);
         }
         else if (idlestate == 2)
         {
             nav.updateRotation = true;
             dir = Vector3.forward;
             var lookPos  = dir;
             var rotation = Quaternion.LookRotation(lookPos);
             SwitchState(EnemyState.walk);
             lookPos.y          = 0;
             transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
             nav.Move(dir * (Speed * Time.deltaTime));
         }
         else if (idlestate == 3)
         {
             nav.updateRotation = true;
             dir = Vector3.back;
             var lookPos  = dir;
             var rotation = Quaternion.LookRotation(lookPos);
             SwitchState(EnemyState.walk);
             lookPos.y          = 0;
             transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
             nav.Move(dir * (Speed * Time.deltaTime));
         }
         else if (idlestate == 4)
         {
             nav.updateRotation = true;
             dir = Vector3.left;
             var lookPos  = dir;
             var rotation = Quaternion.LookRotation(lookPos);
             SwitchState(EnemyState.walk);
             lookPos.y          = 0;
             transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
             nav.Move(dir * (Speed * Time.deltaTime));
         }
         else if (idlestate == 5)
         {
             nav.updateRotation = true;
             dir = Vector3.right;
             var lookPos  = dir;
             var rotation = Quaternion.LookRotation(lookPos);
             SwitchState(EnemyState.walk);
             lookPos.y          = 0;
             transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
             nav.Move(dir * (Speed * Time.deltaTime));
         }
     }
     else if (idleDurration < 0)
     {
         idlestate     = Random.Range(1, 6);
         idleDurration = Random.Range(1, 10);
         Invoke("IdleMovement", 0.1f);
     }
 }
コード例 #26
0
    void Update()
    {
#if (UNITY_EDITOR)
        #region Lerp Stuff

        /*
         * Lerp test, this f*****g bullshit works, somehow
         * if(teste)
         * {
         *  x = Mathf.Lerp(-1, 1, y);
         *  y += 0.1f * Time.deltaTime;
         *
         *  if (x >= 1)
         *  {
         *      y = 0;
         *      teste = false;
         *  }
         * }
         * else
         * {
         *  x = Mathf.Lerp(1, -1, y);
         *  y += 0.1f * Time.deltaTime;
         *
         *  if (x <= -1)
         *  {
         *      y = 0;
         *      teste = true;
         *  }
         * }
         * Debug.Log(x + " , " + teste + " , " + y);
         */
        #endregion

        if (indo)
        {
            hoi.Move(new Vector3(lateralMoveVel, 0, 0) * Time.deltaTime);
        }
        else
        {
            hoi.Move(new Vector3(lateralMoveVel * -1, 0, 0) * Time.deltaTime);
        }
#endif

        if (Vector3.Distance(this.transform.position, player.transform.position) <= detectionDistance)
        {
            hoi.SetDestination(player.transform.position);

            following = true;
        }

        if (following)
        {
            if (Vector3.Distance(this.transform.position, player.transform.position) <= minDistance)
            {
                Ray        t = new Ray(this.transform.position, (player.transform.position - this.transform.position));
                RaycastHit you;

                Debug.DrawRay(this.transform.position, (player.transform.position - this.transform.position), Color.green);

                Physics.Raycast(t, out you);
                if (you.transform.gameObject.CompareTag("Player"))
                {
                    Debug.Log("Attacking");
                    hoi.isStopped = true;
                }
                else
                {
                    Debug.Log("Finding Angle");
                    hoi.isStopped = false;
                }
            }
            else
            {
                //follow player
                hoi.isStopped = false;
            }
        }
    }
コード例 #27
0
 /// <summary>
 /// Apply relative movement to current position.
 /// If the agent has a path it will be adjusted.
 /// </summary>
 /// <param name="offset">The relative movement vector.</param>
 public void Move(Vector3 offset)
 {
     NavMeshAgent.Move(offset);
 }
コード例 #28
0
    /*
     * Input:
     * DropPile - Space
     * Bark - E
     * Kill - Q
     *
     * Movement - WASD / ArrowKeys
     */
    void Update()
    {
        if (control)
        {
            if (tutorialState > -1)
            {
                if (Time.time - lastTutorialTime > 10)
                {
                    tutorialState   = -1;
                    playerText.text = "";
                }
                if (tutorialState == 0)
                {
                    tutorialState = 1;
                    if (controller == 0)
                    {
                        playerText.text = "Press 'W/A/S/D' to move.";
                    }
                    else
                    {
                        playerText.text = "Press 'ARROW -KEYS' to move.";
                    }

                    lastTutorialTime = Time.time;
                }
                else if (tutorialState == 1 && (Input.GetAxis("Horizontal" + controller) != 0 || Input.GetAxis("Vertical" + controller) != 0))
                {
                    tutorialState = 2;
                    if (controller == 0)
                    {
                        playerText.text = "Press 'E' to bark.";
                    }
                    else
                    {
                        playerText.text = "Press 'P' to bark.";
                    }
                    lastTutorialTime = Time.time;
                }
                if (tutorialState == 5 && Input.anyKeyDown)
                {
                    tutorialState   = -1;
                    playerText.text = "";
                }
            }
            if (Input.GetButtonDown("DropPile" + controller))
            {
                if (tutorialState == 3)
                {
                    tutorialState = 4;
                    if (controller == 0)
                    {
                        playerText.text = "Press 'Q' to eat a sheep for a pile.";
                    }
                    else
                    {
                        playerText.text = "Press 'O' to eat a sheep for a pile.";
                    }
                    lastTutorialTime = Time.time;
                }
                if (piles > 0)
                {
                    Instantiate(pilePrefab, transform.position, transform.rotation, null);
                    SheepManager.instance.AddPile(transform.position);

                    piles--;
                    pileText.text = "" + piles;
                }
                SheepManager.instance.SpawnPopup(transform.position, "Piles x" + piles);
            }
            if (Input.GetButtonDown("Bark" + controller))
            {
                if (tutorialState == 2)
                {
                    tutorialState = 3;
                    if (controller == 0)
                    {
                        playerText.text = "Press 'space' to drop a pile.";
                    }
                    else
                    {
                        playerText.text = "Press 'L' to drop a pile.";
                    }
                    lastTutorialTime = Time.time;
                }

                barkParticles.Play();
                barkLineParticles.Play();
                SheepManager.instance.OnBark(transform.position);
                SheepManager.instance.SpawnPopup(transform.position, wuffs[Random.Range(0, wuffs.Length)]);
                sound.pitch = Random.Range(0.9F, 1.1F);
                sound.PlayOneShot(wuffSounds[Random.Range(0, wuffSounds.Length)]);
            }

            // Kill closest sheep if possible
            if (Input.GetButtonDown("Kill" + controller))
            {
                if (tutorialState == 4)
                {
                    tutorialState    = 5;
                    playerText.text  = "Good luck...";
                    lastTutorialTime = Time.time;
                }

                // Kill closest sheep if possible
                if (SheepManager.instance.KillClosest(transform.position))
                {
                    if (piles < 3)
                    {
                        piles++;
                        pileText.text = "" + piles;
                        SheepManager.instance.SpawnPopup(transform.position, "Piles x" + piles);
                    }
                    piles         = Mathf.Min(3, piles + pilesPerKill);
                    pileText.text = "" + piles;
                }
            }

            Vector3 mov = new Vector3(Input.GetAxis("Horizontal" + controller), 0, Input.GetAxis("Vertical" + controller));
            //agent.destination = transform.position + 0.5F * mov.normalized * Mathf.Min(mov.magnitude, 1.0F);
            mov = agent.speed * mov.normalized * Mathf.Min(mov.magnitude, 1.0F);
            agent.Move(Time.deltaTime * mov);
            anim.SetFloat("velocity", mov.magnitude);

            if (mov.sqrMagnitude > 0)
            {
                transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(mov, Vector3.up), Time.deltaTime * agent.angularSpeed);
            }
        }
    }
コード例 #29
0
    // Update is called once per frame
    private void Update()
    {
        if (!photonView.IsMine)
        {
            return;
        }
        //Debug.Log(scoop);
        //scoop
        //bool scoop = gun.sniperMode;
        //var scoopDir =  new Vector3(0.15f/zoomSteps,-0.101f/zoomSteps,2.311f/zoomSteps);
        //Debug.Log(scoopDir);
        var myAxis             = new Vector3(0, 0, 1);
        var horizontalPotision = Input.GetAxis("Horizontal");
        var verticalPotision   = Input.GetAxis("Vertical");
        var horizontalRotation = Input.GetAxis("HorizontalRot");
        var verticalRotation   = Input.GetAxis("VerticalRot");
        var changeCoordinate   = new Quaternion();

        //Debug
        // var juuji = Input.GetAxis("Sniper");
        // Debug.Log(juuji);

        // if(Input.GetAxis("Sniper")>0 && !Input.GetButton("Fire1")){
        //     scoop = true;
        // }else if(Input.GetAxis("Sniper")<0 && !Input.GetButton("Fire1")){
        //      scoop = false;
        // }

        // if(scoop == false)
        // {
        //     zoom = cameraZoom;
        //     SniperMode.SetActive(false);
        // }else{
        //     zoom = cameraZoom * sniperZoom;
        //     SniperMode.SetActive(true);
        // }

        //ベクトルの規格化(座標変換)
        changeCoordinate.SetFromToRotation(myAxis, transform.forward);


        //movementは入力装置から指定されたベクトル
        var inputMove = new Vector3(horizontalPotision, 0, verticalPotision);
        var inputRot  = new Vector3(horizontalRotation, 0, 0);
        //var inputRot = new Vector3(horizontalRotation,0,verticalRotation);
        var movment = changeCoordinate * inputMove;
        var rot     = changeCoordinate * inputRot;

        //Debug.Log(horizontalRotation);
        //Debug.Log(rot.magnitude);

        animator.SetFloat("Speed", movment.magnitude);

        if (rot.magnitude > 0)
        {
            Quaternion newDirection = Quaternion.LookRotation(rot);

            //if(Input.GetButton("Quick Turn"))
            //{
            //    currentTurnSpeed = quickTurnSpeed;
            //}else{
            currentTurnSpeed = turnSpeed;
            //}
            transform.rotation = Quaternion.Slerp(transform.rotation, newDirection, Time.deltaTime * currentTurnSpeed);
        }

        if (!Input.GetButton("Fire1"))
        {       //Scoop.SetActive(false);
            if (myCam.fieldOfView < initialFOV)
            {
                myCam.fieldOfView += zoom / zoomSteps;
                //if(scoop == true){
                //    visionCamera.transform.position -= changeCoordinate * scoopDir;
                //}
            }
            characterController.Move(movment * Time.deltaTime * moveSpeed);
        }
        else
        {
            if (myCam.fieldOfView > initialFOV - zoom)
            {
                myCam.fieldOfView -= zoom / zoomSteps;
                //    if(scoop == true){
                //            visionCamera.transform.position += changeCoordinate * scoopDir;
                //             if(myCam.fieldOfView < initialFOV - zoom/2){
                //                Scoop.SetActive(true);
                //            }
                //        }
            }
        }
    }
コード例 #30
0
 // Update is called once per frame
 void Update()
 {
     navMeshAgent.Move(Vector3.right * CarSpeed);
 }