/// <summary> /// Call after the start node has been assigned /// </summary> public void Setup(Vector3 finalPosition) { pathManager.GetRandomPath(); pathManager.CalculatePathSpline(); pathManager.AdjustFinalPosition(finalPosition); targetTransform.position = pathManager.startNode.transform.position; // Look at the end node. Rough heuristic, will smooth out in a few frames targetTransform.rotation = Quaternion.LookRotation(pathManager.selectedPath[pathManager.selectedPath.Count - 1].transform.position - targetTransform.position, Vector3.up); elapsedPathWalkTime = 0f; isWalkingPath = true; }