IEnumerator pathPlayer(PlayerCore player) { player.SetIsInteracting(false); PathData.Node current = GetNode(0); while (current != null) { Vector2 delta = current.position - (Vector2)player.transform.position - player.GetComponent <Rigidbody2D>().velocity *Time.fixedDeltaTime; player.MoveCraft(delta.normalized); if (delta.sqrMagnitude < PathAI.minDist) { if (current.children.Count > 0) { int next = Random.Range(0, current.children.Count); current = GetNode(current.children[next]); } else { current = null; } } yield return(null); } player.SetIsInteracting(true); if (!asynchronous) { continueTraversing(); } }
public void SetOwner(IOwner owner) { this.owner = owner; ai.owner = owner; owner.GetUnitsCommanding().Add(this); if (owner as AirCarrier || owner as GroundCarrier) { // GET THE DRONES TO MOVE ai.setMode(AirCraftAI.AIMode.Path); var path = ScriptableObject.CreateInstance <Path>(); path.waypoints = new List <Path.Node>(); var vec = Vector2.zero; if (owner as AirCarrier) { foreach (var ent in BattleZoneManager.getTargets()) { if (ent && ent is ICarrier && !FactionManager.IsAllied(ent.faction, owner.GetFaction()) && ent.transform) { vec = ent.transform.position; } } } // otherwise this is a ground carrier, drones are defensive for them so set a path to the drone position currently else { var angle = Random.Range(0F, 360); vec = owner.GetTransform().position + new Vector3(5 * Mathf.Sin(angle), 5 * Mathf.Cos(angle)); } // TODO: jank, fix this eventually var node = new Path.Node(); node.position = vec; node.ID = 0; node.children = new List <int>(); if (vec != Vector2.zero) { path.waypoints.Add(node); } if (owner as AirCarrier) { ai.setPath(path); } else { NodeEditorFramework.Standard.PathData data = new NodeEditorFramework.Standard.PathData(); data.waypoints = new List <NodeEditorFramework.Standard.PathData.Node>(); // TODO: LOL THESE TWO ARE DIFFERENT, unify them foreach (var point in path.waypoints) { var node2 = new NodeEditorFramework.Standard.PathData.Node(); node2.ID = point.ID; node2.children = point.children; node2.position = point.position; data.waypoints.Add(node2); } ai.setPath(data, null, true); } } }