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; } }
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); } }
//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(); }
void transferNode() { if (myCopNode.edgeNode == true) { if (myReverse == true) { myReverse = false; } else { myReverse = true; } } if (myReverse == false) { myCopNode = myCopNode.next; } else { myCopNode = myCopNode.prev; } }