public int UpdateAI(float gameTime, float deltaTime) { if (gameTime > _nextTimeToGenMovingTarget) { _nextRequest = new AIBehaviorRequest(gameTime, new Vector3(Random.Range(-15f, 15f), 0, Random.Range(-15f, 15f))); _nextTimeToGenMovingTarget = gameTime + 20f + Random.Range(-5f, 5f); } return(0); }
public int UpdateReqeust(float gameTime, float deltaTime) { if (_nextRequest != _currentRequest) { //reset bev tree _behaviorTree.Transition(_behaviorWorkingData); //assign to current _currentRequest = _nextRequest; //reposition and add a little offset //Vector3 targetPos = _currentRequest.nextMovingTarget + TMathUtils.GetDirection2D(_currentRequest.nextMovingTarget, transform.position) * 0.2f; //Vector3 startPos = new Vector3(targetPos.x, -1.4f, targetPos.z); //_targetDummyObject.transform.position = startPos; //LeanTween.move(_targetDummyObject, targetPos, 1f); } return(0); }