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| public class NavAgent : MonoBehaviour { | |
| NavMeshAgent myNavAgent; | |
| [SerializeField] | |
| NavPoint[] myNavPoints; | |
| [SerializeField] | |
| int navIndex = 0; | |
| [SerializeField] | |
| private float PatrolTime = 2f; | |
| [SerializeField] | |
| private float IdleTime = NavPoint; | |
| [SerializeField] | |
| private float PauseTime; | |
| [SerializeField] | |
| private GameObject isPatrol; | |
| //[SerializeField] | |
| //private GameObject isPaused; | |
| private float timePassed = 0.0f; | |
| // IdleState color | |
| public Color darkGreen = new Color32(16, 88, 0, 255); | |
| public float GetTimer() | |
| { | |
| return timePassed; | |
| } | |
| public float GetPatrolTime() | |
| { | |
| return PatrolTime; | |
| } | |
| public float GetIdleTime() | |
| { | |
| return IdleTime; | |
| } | |
| public GameObject GetPatrol() | |
| { | |
| return isPatrol; | |
| } | |
| // Use this for initialization | |
| void Start() | |
| { | |
| ResetTimeSinceLastTransition(); | |
| myNavAgent = GetComponent("NavMeshAgent") as NavMeshAgent; | |
| navIndex = 0; | |
| FindDestination(); | |
| } | |
| // Update is called once per frame | |
| void Update() | |
| { | |
| // Update variable for time elapsed. | |
| timePassed += Time.deltaTime; | |
| } | |
| public void ResetTimeSinceLastTransition() | |
| { | |
| // Reset time passed to zero. | |
| timePassed = 0.0f; | |
| } | |
| // Use this for initialization | |
| void FindDestination() | |
| { | |
| Vector3 newTravelPosition = myNavPoints[navIndex].transform.position; | |
| myNavAgent.SetDestination(newTravelPosition); | |
| } | |
| void OnTriggerEnter() | |
| { | |
| ++navIndex; | |
| if (navIndex >= myNavPoints.Length) | |
| { | |
| navIndex = 0; | |
| } | |
| FindDestination(); | |
| } | |
| } |
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