// Update is called once per frame public void UpdatePos() { if (m_uniMgr == null) { Init(GameMgr.Ins.m_unitLocation.m_cameraStartPos.position); } if (EnableFollowUnit) { m_followDelayTime -= Time.deltaTime; if (m_followDelayTime <= 0) { Unit l_unit = m_uniMgr.FindClosestUnit(m_endTarget, 0, 10000, eUnitType.Armmy, null); if (m_currentUnit != l_unit) { m_dock = false; m_currentUnit = l_unit; } if (m_dock == false) { m_dock = UpdateFollowTarget(); } else { if (m_currentUnit != null) { PositionZ = m_currentUnit.Position.z + m_zOffset; } } } } }
// Update is called once per frame void Update() { if (m_uniMgr == null) { Init(GameMgr.Ins.m_unitLocation.m_enermyEndTarget); } Unit l_unit = m_uniMgr.FindClosestUnit(m_endTarget, 0, 10000, eUnitType.Armmy, null); if (l_unit != null) { m_pos = m_Transform.position; m_pos.z = l_unit.Position.z; m_Transform.position = m_pos; } }