Пример #1
0
        public ConnectingWaypoints nextWaypoint(ConnectingWaypoints previousWaypoint)
        {
            if (_connections.Count == 0)
            {
                Debug.LogError("Insufficient waypoint count.");
                return(null);
            }
            else if (_connections.Count == 1 && _connections.Contains(previousWaypoint))
            {
                return(previousWaypoint);
            }
            else
            {
                ConnectingWaypoints nextWaypoint;
                int nextIndex = 0;

                do
                {
                    nextIndex    = UnityEngine.Random.Range(0, _connections.Count);
                    nextWaypoint = _connections[nextIndex];
                } while (nextWaypoint == previousWaypoint);

                return(nextWaypoint);
            }
        }
Пример #2
0
        public void Start()
        {
            GameObject[] allWaypoints = GameObject.FindGameObjectsWithTag("Waypoint");

            _connections = new List <ConnectingWaypoints>();

            for (int i = 0; i < allWaypoints.Length; i++)
            {
                ConnectingWaypoints nextWaypoint = allWaypoints[i].GetComponent <ConnectingWaypoints>();

                if (nextWaypoint != null)
                {
                    if (Vector3.Distance(this.transform.position, nextWaypoint.transform.position) <= _connectivityRadius && nextWaypoint != this)
                    {
                        _connections.Add(nextWaypoint);
                    }
                }
            }
        }