// Use this for initialization void Start() { terrain = GameObject.FindGameObjectWithTag("Maze"); script = terrain.GetComponent<mapScript1>(); width = script.mask.GetUpperBound(0) + 1; height = script.mask.GetUpperBound(1) + 1; map = new int[width, height]; for (int col = 0; col < width; col++) { for (int lin = 0; lin < height; lin++) { map[col, lin] = unknown; } } }
void Start() { terrain = GameObject.FindGameObjectWithTag("Maze"); mapScript = terrain.GetComponent<mapScript1>(); offset = mapScript.offset; nexus = GameObject.FindGameObjectWithTag("Nexus"); nexus_pos = nexus.GetComponent<Transform>().position; rb = GetComponent<Rigidbody>(); nma = GetComponent<NavMeshAgent>(); width = mapScript.mask.GetUpperBound(0) + 1; height = mapScript.mask.GetUpperBound(1) + 1; map = new int[width, height]; for (int col = 0; col < width; col++) { for (int lin = 0; lin < height; lin++) { map[col, lin] = unknown; } } anim = this.gameObject.GetComponent<Animator>(); target_x = (int)(UnityEngine.Random.value * 100) % width; target_z = (int)(UnityEngine.Random.value * 100) % height; pos_vect = rb.position; /*dest_vect = new Vector3(target_x, rb.position.y, target_z); nma.SetDestination(dest_vect);*/ newDestination(); }