private void CreateRoadMesh() { var roadMesh = pathCreator.GetComponent <RoadMeshCreator>(); roadMesh.roadWidth = 25f; roadMesh.TriggerUpdate(); }
private void drawPathLine() //inputu aldığımız kısım (çizim yapılan kısım) { if (Input.GetButtonDown("Fire1")) { if (check() == "Player") { a = 1; } else if (check() == "Friend") { a = 2; } else if (check() == "Ground") { a = 3; } points.Clear(); } if (Input.GetButton("Fire1")) { if (Input.GetButton("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, Mathf.Infinity, _layerMask, QueryTriggerInteraction.Ignore)) { if (a == 1) { if (DistanceToLastPoint(hitInfo.point) > 1f) { var point = hitInfo.point; point.y = 0.6f; points.Add(point); lineRenderer.positionCount = points.Count; lineRenderer.SetPositions(points.ToArray()); } } if (a == 2) { if (DistanceToLastPoint(hitInfo.point) > 1f) { pointsFriend.Add(hitInfo.point); lineRenderer.positionCount = pointsFriend.Count; lineRenderer.SetPositions(pointsFriend.ToArray()); } } } } } else if (Input.GetButtonUp("Fire1")) { { if (a == 1) //player { camerafollow = true; var pathPoints = CreatePath(player.transform, target.transform, lineRenderer); if (pathPoints != null) { animatorPlayer.SetBool("walk", true); LineCount++; bezierPath = new BezierPath(pathPoints, false, PathSpace.xyz); pathCreator_Player.GetComponent <PathCreator>().bezierPath = bezierPath; bezierPath.GlobalNormalsAngle = 90; player.GetComponent <PathFollower>().enabled = true; friend.GetComponent <PathFollower>().enabled = false; } else { lineRenderer.positionCount = 0; animatorPlayer.SetBool("walk", false); } } if (a == 2) //friend { animatorFriend.SetBool("walk2", true); bezierPathFriend = new BezierPath(pointsFriend, false, PathSpace.xyz); pathcreatorfriend.GetComponent <PathCreator>().bezierPath = bezierPathFriend; bezierPathFriend.GlobalNormalsAngle = 90; player.GetComponent <PathFollower>().enabled = false; friend.GetComponent <PathFollower>().enabled = true; LineCount++; } else { animatorFriend.SetBool("walk2", false); } if (a == 3) //ground { player.GetComponent <PathFollower>().enabled = false; friend.GetComponent <PathFollower>().enabled = false; } } } }
public PathCreator SetPath(PathCreator path) { //Debug.Log("I am assigned a path"); return(myPath = path.GetComponent <PathCreator>()); }