/** SpawnTDS.LoiterBehavior do NOthing */ SpawnTDS.LoiterBehavior lb_no() { SpawnTDS.LoiterBehavior lb = new SpawnTDS.LoiterBehavior(); lb.type = SpawnTDS.LoiterBehavior.T.Nothing; return lb; }
/** Goto Waypointns, lingering t time between them */ SpawnTDS.LoiterBehavior lb_wp(float[] waypoints, float waitTime, float speed) { SpawnTDS.LoiterBehavior lb = new SpawnTDS.LoiterBehavior(); lb.type = SpawnTDS.LoiterBehavior.T.GotoWaypoints; for (int i=0; i < waypoints.Length-1; i+=2) { lb.waypoints.Add(new Vector3(waypoints[i], waypoints[i+1], 0)); } lb.timeEach = waitTime; lb.speed = speed; return lb; }
/** SpawnTDS.LoiterBehavior: LoiterZone * Loiter to random positions between 2 points, finding a new point every pointTime */ SpawnTDS.LoiterBehavior lb_lz(float x1, float y1, float x2, float y2, float pointTime, float speed) { SpawnTDS.LoiterBehavior lb = new SpawnTDS.LoiterBehavior(); lb.type = SpawnTDS.LoiterBehavior.T.LoiterZone; lb.waypoints.Add(new Vector3(x1, y1, 0)); lb.waypoints.Add(new Vector3(x2, y2, 0)); lb.timeEach = pointTime; lb.speed = speed; return lb; }