// Update is called once per frame void Update() { if (t1.targetPoints.Count >= 1) { if (g1.obj[0] != null) { LineRenderObject t2 = g1.obj[0].GetComponent <LineRenderObject>(); if (t2.targetPoints.Count >= 1) { targetPath = new NavMeshPath(); agent.SetDestination(t2.targetPoints[0]); agent.CalculatePath(t2.targetPoints[0], targetPath); //Debug.Log("残り距離をみています"); //Debug.Log(agent.remainingDistance); var destinationVec = t2.targetPoints[0] - transform.position; destinationVec = destinationVec.normalized; if (t2.targetPoints.Count > 1) { //rigidbodyCylinder.AddForce(destinationVec*10); if (agent.remainingDistance < 0.5) { //if(targetLinePointCount<t2.targetPoints.Count-1) //targetLinePointCount++; } } } } } }
// Use this for initialization void Start() { refObj = GameObject.Find("LineRenderObjectPrefab"); refLineObj = GameObject.Find("InstanceManager"); agent = GetComponent <NavMeshAgent>(); playerToPointDistance = 10; targetLinePointCount = 0; t1 = refObj.GetComponent <LineRenderObject>(); g1 = refLineObj.GetComponent <InstanceManager>(); rigidbodyCylinder = GetComponent <Rigidbody>(); }