Пример #1
0
    void Start()
    {
        cPather = GetComponent <AI_Pathfind>();
        cSeePC  = GetComponent <AI_SeePC>();
        cRigid  = GetComponent <Rigidbody2D>();

        _pathList = cPather.FFindPath(transform.position, rPC.transform.position);
    }
Пример #2
0
    void Update()
    {
        // Find out which form of pathing we need to follow. If we can just straight up move to the target location, then
        // just move there. If not, pathfind.
        bool canSeePC = cSeePC.FCanSeePlayer(rPC.transform.position);

        if (!canSeePC)
        {
            // here we get a new path.
            _pathList = cPather.FFindPath(transform.position, rPC.transform.position);
            if (_pathList == null)
            {
                Debug.Log("No valid path");
                return;
            }
            if (_pathList.Count == 0 || _pathList == null)
            {
                Debug.Log("No nodes on that path");
                return;
            }
            if (Vector3.Distance(_pathList[0].transform.position, transform.position) < 2f)
            {
                _pathList.RemoveAt(0);
            }
            if (_pathList.Count == 0 || _pathList == null)
            {
                Debug.Log("No valid path");
                return;
            }
            Vector3 vDir = _pathList[0].transform.position - transform.position;
            cRigid.velocity = Vector3.Normalize(vDir) * _spd;

            for (int i = 1; i < _pathList.Count; i++)
            {
                Debug.DrawLine(_pathList[i].transform.position, _pathList[i - 1].transform.position);
            }
        }
        else
        {
            Vector3 vDir = rPC.transform.position - transform.position;
            cRigid.velocity = Vector3.Normalize(vDir) * _spd;
        }
    }