Пример #1
0
 void walkPath(nodeObj currentNode)
 {
     if (currentNode != null)
     {
         //transform.position = Vector3.MoveTowards (transform.position, currentNode.transform.position, detectSpeed/10);
         this.GetComponent <Rigidbody2D> ().velocity = (myCopNode.transform.position - transform.position).normalized * 3f;
     }
 }
Пример #2
0
 void walkPath(nodeObj currentNode)
 {
     if (currentNode != null)
     {
         //transform.position = Vector3.MoveTowards (transform.position, currentNode.transform.position, civSpeed/10);
         this.GetComponent <Rigidbody2D> ().velocity = (myNode.transform.position - transform.position).normalized * 2f;
         //Vector2 direction = (GameObject.FindGameObjectWithTag("Player").transform.position - transform.position);
         //this.GetComponent<Rigidbody2D> ().AddForce (direction * civSpeed);
     }
 }
Пример #3
0
    //void interruptPhase() {
    //StopCoroutine ("walkPath");
    //StartCoroutine("walkPath");
    //}

    public void addNode(Vector2 location)
    {
        nodeObj newPoint = (nodeObj)Instantiate(Resources.Load("node"), location, Quaternion.identity);

        newPoint.GetComponent <nodeObj> ().next = myCopNode;
        newPoint.GetComponent <nodeObj> ().prev = myCopNode.prev;
        //newPoint.next = myCopNode;
        //newPoint.prev = myCopNode.prev;

        myCopNode = newPoint;
        //this.GetComponentInParent<NPCclass>().interruptPhase ();
        //interruptPhase();
    }
Пример #4
0
    void transferNode()
    {
        if (myCopNode.edgeNode == true)
        {
            if (myReverse == true)
            {
                myReverse = false;
            }
            else
            {
                myReverse = true;
            }
        }

        if (myReverse == false)
        {
            myCopNode = myCopNode.next;
        }
        else
        {
            myCopNode = myCopNode.prev;
        }
    }