public void UpdateEnemyPath(Enemy enemy) { Transform enemyTruck_transform = enemy.truck._transform; Transform pathsEndPoints = pathHandler.pathsEndPoints[Random.Range(0, pathHandler.pathsEndPoints.Length)]; List <Node> newPathForEnemy = pathHandler.FindPath(enemyTruck_transform.position + enemyTruck_transform.forward, pathsEndPoints.position); enemy.ReTracePath(newPathForEnemy); }
private IEnumerator SlowUpdateEnemiesPaths(PathHandler pathHandler) { if (currentSessionEnemies != null && currentSessionEnemies.Count > 0) { for (int i = 0; i < currentSessionEnemies.Count; i++) { Transform enemyTruck_transform = currentSessionEnemies[i].truck._transform; Transform pathsEndPoints = pathHandler.pathsEndPoints[i]; List <Node> newPathForEnemy = pathHandler.FindPath(enemyTruck_transform.position + enemyTruck_transform.forward, pathsEndPoints.position); currentSessionEnemies[i].ReTracePath(newPathForEnemy); yield return(new WaitForEndOfFrame()); } } }