Пример #1
0
 public static bool TryFindSpawnPosition(Transform basePos, float sendDir, out Vector3 pos)
 {
     pos = Vector3.zero;
     for (int i = 0; i < 2; i++)
     {
         pos    = AnimalSpawnController.SpawnPos(basePos, sendDir);
         pos.y += 100f;
         RaycastHit raycastHit;
         if (Physics.Raycast(pos, Vector3.down, out raycastHit, 300f, 67108864) && raycastHit.collider.CompareTag("TerrainMain") && AstarPath.active != null)
         {
             GraphNode node = AstarPath.active.GetNearest(raycastHit.point).node;
             if (node != null && node.Walkable)
             {
                 pos = new Vector3((float)(node.position[0] / 1000), (float)(node.position[1] / 1000), (float)(node.position[2] / 1000));
                 return(true);
             }
         }
     }
     return(false);
 }
Пример #2
0
 public static bool TryFindSpawnPosition(Transform basePos, float sendDir, out Vector3 pos)
 {
     pos = Vector3.zero;
     for (int i = 0; i < 2; i++)
     {
         pos    = AnimalSpawnController.SpawnPos(basePos, sendDir);
         pos.y += 100f;
         RaycastHit raycastHit;
         if (Physics.Raycast(pos, Vector3.down, out raycastHit, 300f, 67108864) && raycastHit.collider.CompareTag("TerrainMain") && AstarPath.active != null)
         {
             GraphNode node = AstarPath.active.GetNearest(raycastHit.point, NNConstraint.Default).node;
             if (node == null)
             {
                 return(false);
             }
             bool flag = false;
             using (List <uint> .Enumerator enumerator = Scene.MutantControler.mostCommonArea.GetEnumerator())
             {
                 while (enumerator.MoveNext())
                 {
                     int num = (int)enumerator.Current;
                     if ((long)num == (long)((ulong)node.Area))
                     {
                         flag = true;
                     }
                 }
             }
             if (node != null && node.Walkable && flag)
             {
                 pos = new Vector3((float)(node.position[0] / 1000), (float)(node.position[1] / 1000), (float)(node.position[2] / 1000));
                 return(true);
             }
         }
     }
     return(false);
 }