Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (playerPos != player.transform.position && (transform.position - player.transform.position).magnitude < followDistance)
        {
            playerPos = player.transform.position;
            appearancreController.SetNewGoal(playerPos + Vector3.up * height);
        }
        else
        {
            appearancreController.SetNewGoal(transform.forward + transform.position);
        }
        appearancreController.UpdateAppearance();

        if (myQuest != null)
        {
            if (myQuest.HasStarted())
            {
                myQuest.QuestUpdate();
            }
        }
    }
Пример #2
0
    // Update is called once per frame
    public bool UpdateMovement()
    {
        bool changed = false;

        if (!pause)
        {
            //gravity
            if (Map.Instance.IsPositionOpen(GetExpectedGroundPosition()))
            {
                transform.position -= Vector3.up * Time.deltaTime * gravitySpeed;
                changed             = true;
            }

            //pathing handling
            if (currState == PATHING)
            {
                //If no path, find one
                if (path == null || path.Length == 0)
                {
                    if (transform.position != _currGoal)
                    {
                        path      = AStar(transform.position, _currGoal);
                        pathIndex = 0;

                        if (path != null)
                        {
                            appearanceHandler.SetNewGoal(GetNPCEyePositionFromPathPoint(path[pathIndex]));
                        }
                    }
                }
                //If path, then move between points
                else
                {
                    //Distance to the next node
                    Vector3 distToNext = GetNPCPositionFromPathPoint(path[pathIndex]) - transform.position;
                    //Are we done at this point
                    if (distToNext.magnitude < _minDist)
                    {
                        transform.position = GetNPCPositionFromPathPoint(path[pathIndex]);
                        pathIndex++;
                        changed = true;                        //Altered the path index

                        if (pathIndex >= path.Length)
                        {
                            path = null;                           //Did we reach the end of the path
                        }
                        else
                        {
                            //Ensure that the next position is still available
                            if (IsViablePosition(new Vector3i(path[pathIndex])))
                            {
                                appearanceHandler.SetNewGoal(GetNPCEyePositionFromPathPoint(path[pathIndex]));                                 //On to the next point in the path
                                _currGoal = path[pathIndex];
                            }
                            else
                            {
                                //REPLAN
                                path = null;
                            }
                        }
                    }
                    else
                    {
                        //Moving towards the next one
                        float speedToUse = speed;

                        //Make sure the npc can escape gravity
                        if (changed)
                        {
                            speedToUse = gravitySpeed + speed;
                        }

                        transform.position += distToNext.normalized * Time.deltaTime * speedToUse;
                        changed             = true;
                    }
                }
            }
        }

        moving = changed;

        return(changed);
    }