private void SetNextPointToLook() { if ( m_DirectionsToLook.Length > 0 ) { switch ( m_DirectionsToLook[ m_iCurrentPosition ] ) { case PATROLLINGDIRECTION.D_LOOKAT_PZ: m_vDirectionToLook = Vector3.forward; m_enDirectionToLook = PATROLLINGDIRECTION.D_LOOKAT_PZ; break; case PATROLLINGDIRECTION.D_LOOKAT_NZ: m_vDirectionToLook = Vector3.back; m_enDirectionToLook = PATROLLINGDIRECTION.D_LOOKAT_NZ; break; case PATROLLINGDIRECTION.D_LOOKAT_NX: m_vDirectionToLook = Vector3.left; m_enDirectionToLook = PATROLLINGDIRECTION.D_LOOKAT_NX; break; case PATROLLINGDIRECTION.D_LOOKAT_PX: m_vDirectionToLook = Vector3.right; m_enDirectionToLook = PATROLLINGDIRECTION.D_LOOKAT_PX; break; } } }