private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter2>(); }
int _selected = 0; // 選択中の目標 private void Start() { agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter2>(); agent.updateRotation = false; agent.updatePosition = true; agent.speed = _agent_speed; // NavMeshで設定した値は上書きされる //agent.stoppingDistance = 1.0f; // 最初の目標を設定する if (_route_object != null) { set_next_target(0); } else { agent.SetDestination(agent.transform.position); character.Move2(Vector3.zero, 0); } }