/** * Randonly pick the next waypoint for the NPC */ private void chooseNextRoute(NpcMovement npcMov) { //throw new NotImplementedException(); int randomInt = UnityEngine.Random.Range(0, 2); if (randomInt < 1) { Debug.Log("A route chosen"); npcMov.SetNextWaypoint(branchWaypoints_A[0]); } else { Debug.Log("B route chosen"); npcMov.SetNextWaypoint(branchWaypoints_B[0]); } }
/** * Get movement script reference from newly created npc game object * Get next waypoint location and set this value on npc movement script */ void releaseNpc( GameObject newNpc ) { GameObject firstWPoint = getFirstWaypoint(); npcMovement = newNpc.GetComponent<NpcMovement>(); npcMovement.SetNextWaypoint(firstWPoint); }