public NavMeshPathStatus SetDestination(IAgentMovementCalculationStrategy IAgentMovementCalculationStrategy) { if (LastIAgentMovementCalculationStrategyType == null || LastIAgentMovementCalculationStrategyType != IAgentMovementCalculationStrategy.GetType()) { switch (IAgentMovementCalculationStrategy) { case ForwardAgentMovementCalculationStrategy ForwardAgentMovementCalculationStrategy: this.A_AIRotationMoveManager = new AIRotationMoveManager(this.objectAgent, this.AITransformMoveManagerComponentV3, this.AIDestinationManager); break; case LookingAtAgentMovementCalculationStrategy LookingAtAgentMovementCalculationStrategy: this.A_AIRotationMoveManager = new AIRotationFacingMoveManager(this.objectAgent, this.AITransformMoveManagerComponentV3); break; } } switch (IAgentMovementCalculationStrategy) { case LookingAtAgentMovementCalculationStrategy LookingAtAgentMovementCalculationStrategy: (this.A_AIRotationMoveManager as AIRotationFacingMoveManager).Init(LookingAtAgentMovementCalculationStrategy.TargetLook); break; } this.LastIAgentMovementCalculationStrategyType = IAgentMovementCalculationStrategy.GetType(); return(this.AIDestinationManager.SetDestination(IAgentMovementCalculationStrategy.GetAIDestination())); }
public NavMeshPathStatus SetDestination(IAgentMovementCalculationStrategy IAgentMovementCalculationStrategy) { return(this.playerMoveManager.SetDestination(IAgentMovementCalculationStrategy)); }
public override NavMeshPathStatus SetDestination(IAgentMovementCalculationStrategy IAgentMovementCalculationStrategy) { return(this.AIMoveToDestinationSystem.SetDestination(IAgentMovementCalculationStrategy)); }
/// <summary> /// /!\ Setting a World position destination automatically enable player agent movement <see cref="PlayerMoveManagerState.EnableAgent"/>. /// </summary> public NavMeshPathStatus SetDestination(IAgentMovementCalculationStrategy IAgentMovementCalculationStrategy) { this.PlayerMoveManagerState.EnableAgent(); return(this.CurrentPlayerMoveManager.SetDestination(IAgentMovementCalculationStrategy)); }
public virtual NavMeshPathStatus SetDestination(IAgentMovementCalculationStrategy IAgentMovementCalculationStrategy) { return(NavMeshPathStatus.PathInvalid); }