private void CycleWaypoint() { waypointIndex = patrolPath.GetNextIndex(waypointIndex); }
private void CycleWaypoint() { currentWaypointIndex = patrolPath.GetNextIndex(currentWaypointIndex); }
private void CycleWaypoint() //Guckt nach ob es einen nächsten Wegpunkt gibt und welcher dieser ist (Index) { currentWaypointIndex = patrolPath.GetNextIndex(currentWaypointIndex); }
private void CycleWaypoint() { timeSinceArrivalToWaypoint = 0f; waypointIndex = patrolPath.GetNextIndex(waypointIndex); }
private void CycleWayPoint() { _currentWayPointIndex = _patrolPath.GetNextIndex(_currentWayPointIndex); }
private void CycleWayPoint() { timeAtCurrentWayPoint = 0; currentWaypointIndex = patrolPath.GetNextIndex(currentWaypointIndex); }
private void CycleWaypoint() { timeSinceArrivedAtWaypoint = 0; currentWaypointIndex = patrolPath.GetNextIndex(currentWaypointIndex); }
private void CycleWaypoint() { m_CurrentWaypointIndex = m_PatrolPath.GetNextIndex(m_CurrentWaypointIndex); }
private void CycleWaypoint() { timeScinceGetWaypoint = 0f; currentWaypointIndex = patrolPath.GetNextIndex(currentWaypointIndex); }