Пример #1
0
        // Update is called once per frame
        void Update()
        {
#if T7T_ASTAR
            base.Update();
#else
            // Check if agent has reached destination. See answers.unity3d.com 324589

            if (myFormation)
            {
                if (myFormation.GetState() == FormationStates.Move)
                {
                    if (!agent.pathPending)
                    {
                        if (agent.remainingDistance <= agent.stoppingDistance)
                        {
                            if (!agent.hasPath || agent.velocity.sqrMagnitude == 0f)
                            {
                                myFormation.ChangeState(FormationStates.Arrive);

                                TargetReached.Invoke(); // execute the Unity Event (attached through the inspector)
                            }
                        }
                    }
                }
            }
            // calculate real agent speed:
            Vector3 curMove = transform.position - previousPosition;
            curSpeed         = curMove / Time.deltaTime;
            previousPosition = transform.position;
#endif
        }
Пример #2
0
        // Update is called once per frame
        void Update()
        {
            time += Time.deltaTime;
            if (time >= period)
            {
                time = 0.0f;

                // check if a formation is now in range

                for (int i = 0; i < toolbox.allFormations.Count; i++)
                {
                    FormationGrid fg = toolbox.allFormations[i];

                    //Debug.Log(Vector3.Distance(fg.transform.position, transform.position));

                    if (Vector3.Distance(fg.transform.position, transform.position) < range)
                    {
                        //Debug.Log("IN RANGE");

                        GridTypes gt = fg.GetGridType();
                        if (gt != newGridType)
                        {
                            FormationAndState fas = new FormationAndState();
                            fas.formation   = fg;
                            fas.oldGridType = fg.GetGridType();

                            formationAndStates.Add(fas);

                            fg.ChangeGridTo(newGridType);
                            fg.ChangeState(FormationStates.Form);

                            // start coroutine to move in waitformove seconds
                            StartCoroutine("WaitAndStartMoving", fg);
                        }
                    }
                }

                // check if any of the in range formations is now out of range

                if (revertOnExit)
                {
                    //Debug.Log("FAS Count="+ formationAndStates.Count);

                    for (int i = formationAndStates.Count; i > 0; i--)
                    {
                        FormationAndState fas = formationAndStates[i - 1];
                        FormationGrid     fg  = fas.formation;

                        //Debug.Log(Vector3.Distance(fg.transform.position, transform.position));

                        if (Vector3.Distance(fg.transform.position, transform.position) > range)
                        {
                            //Debug.Log("OUT OF RANGE");

                            fg.ChangeGridTo(fas.oldGridType);
                            fg.ChangeState(FormationStates.Form);

                            // start coroutine to move in waitformove seconds
                            StartCoroutine("WaitAndStartMoving", fg);
                            formationAndStates.RemoveAt(i - 1);
                        }
                    }
                }
            }
        }
Пример #3
0
        IEnumerator WaitAndStartMoving(FormationGrid fg)
        {
            yield return(new WaitForSeconds(waitForMove));

            fg.ChangeState(FormationStates.Move);
        }