public void Waypoint(Pathing.NavMesh.Waypoint waypoint) { if (waypoint.Edge == null) { Seek(waypoint.OptimalPoint, seekDistance); return; } state = State.Waypoint; currentWaypoint = waypoint; }
public void Waypoint(Pathing.NavMesh.Waypoint waypoint) { #if (MOTION_NPC_CONSOLE_OUTPUT) Console.WriteLine("Motion: Waypoint"); #endif if (waypoint.Edge == null) { Seek(waypoint.OptimalPoint); return; } state = State.Waypoint; this.waypoint = waypoint; npc.RunVelocity = Math.ToVector2(Vector2.Normalize(Math.ToVector2(waypoint.OptimalPoint - npc.Position))) * npc.MaxSpeed; if (npc.ZombieMoveCallback != null) { npc.ZombieMoveCallback(waypoint.OptimalPoint); } }
public void Waypoint(Pathing.NavMesh.Waypoint waypoint) { #if(MOTION_NPC_CONSOLE_OUTPUT) Console.WriteLine("Motion: Waypoint"); #endif if (waypoint.Edge == null) { Seek(waypoint.OptimalPoint); return; } state = State.Waypoint; this.waypoint = waypoint; npc.RunVelocity = Math.ToVector2(Vector2.Normalize(Math.ToVector2(waypoint.OptimalPoint - npc.Position))) * npc.MaxSpeed; if (npc.ZombieMoveCallback != null) npc.ZombieMoveCallback(waypoint.OptimalPoint); }