void Start() { movement = Vector3.zero; manager = GetComponent <PlayerManager> (); moveAmount = manager.Graph.VertexDistance; nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); standSpeed = nav.speed; audioSource = GetComponent <AudioSource>(); audioSource.loop = true; currVertexIndex = manager.Graph.GetIndexFromPosition(transform.position); lastVertexIndex = currVertexIndex; playerName = gameObject.name; manager.Graph.vertices [currVertexIndex].occupiedBy = playerName; manager.Graph.vertices [currVertexIndex].occupied = true; manager.Graph.vertices[currVertexIndex].NotifyParentOrChild(); Vector3 forwardDir = transform.forward.normalized; if (forwardDir == Vector3.forward) { direction = Enums.directions.up; } else if (forwardDir == Vector3.back) { direction = Enums.directions.down; } else if (forwardDir == Vector3.left) { direction = Enums.directions.left; } else if (forwardDir == Vector3.right) { direction = Enums.directions.right; } }
void Start() { movement = Vector3.zero; manager = GetComponent <PlayerManager> (); moveAmount = manager.Graph.VertexDistance; nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); //transform.position = new Vector3(transform.position.x, 1.0f, transform.position.z); currVertexIndex = manager.Graph.GetIndexFromPosition(transform.position); lastVertexIndex = currVertexIndex; playerName = gameObject.name; manager.Graph.vertices [currVertexIndex].occupiedBy = playerName; manager.Graph.vertices [currVertexIndex].occupied = true; Vector3 forwardDir = transform.forward.normalized; if (forwardDir == Vector3.forward) { direction = Enums.directions.up; } else if (forwardDir == Vector3.back) { direction = Enums.directions.down; } else if (forwardDir == Vector3.left) { direction = Enums.directions.left; } else if (forwardDir == Vector3.right) { direction = Enums.directions.right; } }
/* * Sets direction to move in * @param dir - direction to move in */ public void MoveUntilStop(Enums.directions dir) { direction = dir; switch (dir) { case Enums.directions.left: movement.Set(-moveAmount, 0.0f, 0.0f); break; case Enums.directions.right: movement.Set(moveAmount, 0.0f, 0.0f); break; case Enums.directions.up: movement.Set(0.0f, 0.0f, moveAmount); break; case Enums.directions.down: movement.Set(0.0f, 0.0f, -moveAmount); break; } }