void Update() { player = sCharactersManager.characters[0].gameObject; agent = GetComponent<NavMeshAgent>(); if(!gameObject.GetComponent<Character>().isDead) { if(agent.isOnNavMesh) { agent.SetDestination(player.transform.position); if(Vector3.Distance(player.transform.position,transform.position) > 1.5f) { agent.Resume(); }else{ agent.Stop(); } } if(Vector3.Distance(player.transform.position,transform.position) < 5) { Vector3 lookPos = new Vector3(player.transform.position.x, gameObject.transform.position.y, player.transform.position.z); gameObject.transform.LookAt(lookPos); } }else{ agent.Stop(); } }
static public int Resume(IntPtr l) { try { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); self.Resume(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int Resume(IntPtr l) { try { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); self.Resume(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int Resume(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.NavMeshAgent obj = (UnityEngine.NavMeshAgent)ToLua.CheckObject(L, 1, typeof(UnityEngine.NavMeshAgent)); obj.Resume(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void AnimateNavMesh(NavMeshAgent nmAgent) { if (nmAgent.isOnOffMeshLink && !isJumping) { isJumping = true; } else { nmAgent.CompleteOffMeshLink(); nmAgent.Resume(); isJumping = false; } if (Vector3.Distance(transform.position, nmAgent.destination) > 0.5f) { Animate(0.0f, 0.5f); reset = true; } else if (reset) { Animate(0.0f, 0.0f); reset = false; } }