private void PerformPatrolling() { if (!m_bAlreadyReached && Time.time > m_fTimeToWait && IsNextPositionReached(1.0f)) { m_bAlreadyReached = true; m_fTimeToWait = Time.time + m_WaitingTime[m_iCurrentPosition]; if (m_bRotateOnce) { m_bRotateAlready = true; } m_enPatrollingState = STATICPATROLLINGSTATE.PS_WAITING; } if (!m_bRotateAlready && m_bAlreadyReached && Time.time > m_fTimeToWait) { UpdateCountPosition(); SetNextPointToLook(); m_bAlreadyReached = false; m_enPatrollingState = STATICPATROLLINGSTATE.PS_ROTATING; } PerformNotContinuesRotation(); }
private void PerformContinuesPatrolling() { if (!m_bAlreadySetted && !IsNextPositionReached(1.0f)) { if (m_bClockWise) { if (!m_bIs2D) { this.transform.Rotate(Vector3.up * Time.deltaTime * m_Speed); } else { this.transform.Rotate(Vector3.left * Time.deltaTime * m_Speed); } } else { if (!m_bIs2D) { this.transform.Rotate(-Vector3.up * Time.deltaTime * m_Speed); } else { this.transform.Rotate(-Vector3.left * Time.deltaTime * m_Speed); } } } else { if (!m_bAlreadySetted) { m_bAlreadySetted = true; m_fTimeToWait = Time.time + m_WaitingTime[m_iCurrentPosition]; m_enPatrollingState = STATICPATROLLINGSTATE.PS_WAITING; } if (Time.time > m_fTimeToWait && m_bAlreadySetted) { m_enPatrollingState = STATICPATROLLINGSTATE.PS_ROTATING; UpdateCountPosition(); SetNextPointToLook(); m_bAlreadySetted = false; UpdateClockwiseRotation(); } } }
private void PerformPatrolling() { if ( !m_bAlreadyReached && Time.time > m_fTimeToWait && IsNextPositionReached( 1.0f ) ) { m_bAlreadyReached = true; m_fTimeToWait = Time.time + m_WaitingTime[ m_iCurrentPosition ]; if ( m_bRotateOnce ) m_bRotateAlready = true; m_enPatrollingState = STATICPATROLLINGSTATE.PS_WAITING; } if ( !m_bRotateAlready && m_bAlreadyReached && Time.time > m_fTimeToWait ) { UpdateCountPosition(); SetNextPointToLook(); m_bAlreadyReached = false; m_enPatrollingState = STATICPATROLLINGSTATE.PS_ROTATING; } PerformNotContinuesRotation(); }
private void PerformContinuesPatrolling() { if ( !m_bAlreadySetted && !IsNextPositionReached( 1.0f ) ) { if ( m_bClockWise ) this.transform.Rotate( Vector3.up * Time.deltaTime * m_Speed ); else this.transform.Rotate( -Vector3.up * Time.deltaTime * m_Speed ); } else { if ( !m_bAlreadySetted ) { m_bAlreadySetted = true; m_fTimeToWait = Time.time + m_WaitingTime[ m_iCurrentPosition ]; m_enPatrollingState = STATICPATROLLINGSTATE.PS_WAITING; } if ( Time.time > m_fTimeToWait && m_bAlreadySetted ) { m_enPatrollingState = STATICPATROLLINGSTATE.PS_ROTATING; UpdateCountPosition(); SetNextPointToLook(); m_bAlreadySetted = false; UpdateClockwiseRotation(); } } }