public int CalcNewPathDist() { Path p = seeker.GetNewPath(transform.position, targetPosition); print("PathNodeCompacity: " + p.vectorPath.Capacity); return(p.vectorPath.Capacity); }
static int GetNewPath(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); Seeker obj = (Seeker)ToLua.CheckObject <Seeker>(L, 1); UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 3); Pathfinding.ABPath o = obj.GetNewPath(arg0, arg1); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void OnEnable() { //int i = Random.Range(0, sprites.Length); //GetComponentInChildren<SpriteRenderer>().sprite = sprites[i]; GenerateNewWord(); float r = Random.Range(-10.0f, 10.0f); //spawn at random point at the top of the screen. m_Pos = new Vector3(r, .75f, 2); m_Target = GameObject.FindGameObjectWithTag("Player").transform.position; transform.position = m_Pos; //StartCoroutine ("GetCompon"); seek = GetComponent<Seeker> (); //ask instead of being told. seek.GetNewPath (m_Pos, m_Target); }
public void Repath() { if(target != null) { //Debug.Log(transform.position+" : "+target.transform.position); targetPosition = target.transform.position; seeker = GetComponent<Seeker>(); Path p = seeker.GetNewPath (transform.position, target.transform.position); seeker.StartPath (p, OnPathComplete); } }