Пример #1
0
    /// <summary>
    /// Follows waypoints, based upon the
    /// decision model.
    /// </summary>
    private void OnFollowWaypoint()
    {
        // If we're not close enough, perform the move,
        // but don't make a waypoint switch decision.
        if (Vector3.Distance(transform.position, _CurrentWaypoint.transform.position) > WaypointSwitchDistance)
        {
            MoveTowards(_CurrentWaypoint.transform.position);
            return;
        }

        switch (WaypointDecision)
        {
        // TODO: Implement method to find next connected waypoint of least resistance.
        case WaypointHabit.FollowNext:
            _CurrentWaypoint = ChooseNextWaypoint();
            break;

        case WaypointHabit.RandomPoint:
            _CurrentWaypoint = _CurrentWaypoint.ChooseRandom();
            break;

        default:
            return;
        }
    }
Пример #2
0
    /// <summary>
    /// Follows waypoints, based upon the
    /// decision model.
    /// </summary>
    private void OnFollowWaypoint()
    {
        // If we're not close enough, perform the move,
        // but don't make a waypoint switch decision.
        if(Vector3.Distance (transform.position, _CurrentWaypoint.transform.position) > WaypointSwitchDistance)
        {
            MoveTowards(_CurrentWaypoint.transform.position);
            return;
        }

        switch(WaypointDecision)
        {
            // TODO: Implement method to find next connected waypoint of least resistance.
            case WaypointHabit.FollowNext:
                _CurrentWaypoint = ChooseNextWaypoint();
                break;

            case WaypointHabit.RandomPoint:
                _CurrentWaypoint = _CurrentWaypoint.ChooseRandom();
                break;

            default:
                return;
        }
    }