Now I can set the number of waypoints(targets) only when the script is attached to a GameObject. Then in the Inspector, I can set the size. For example, if I set the size of Patrol Points to 2, then I have element 0 and element 1 in the Inspector and I can fill/set each element properties.
But each element has a property Target. And since in another script I create GameObjects automatic and randomly, I want to assign them to the Patrol Points array and not to drag each Target and set the size each time.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class PatrolData
{
public Transform target = null;
public float minDistance = 5f;
public float lingerDuration = 5f;
public float desiredHeight = 10f;
public float flightSmoothTime = 10f;
public float maxFlightspeed = 10f;
public float flightAcceleration = 1f;
public float levelingSmoothTime = 0.5f;
public float maxLevelingSpeed = 10000f;
public float levelingAcceleration = 2f;
}
public class PatrolOverTerrain: MonoBehaviour
{
public FlyToOverTerrain flyOverTerrain;
public LookAtCamera lookAtCamera;
public enum PatrolMode { Clamp, Wrap, PingPong };
public PatrolData[] patrolPoints;
public PatrolMode mode = PatrolMode.Wrap;
private int iterator = 0;
private int index = 0;
private float lingerDuration = 0f;
public Vector3 distanceFromTarget;
private void OnEnable()
{
if (patrolPoints.Length > 0)
{
lingerDuration = patrolPoints[index].lingerDuration;
}
}
private void Update()
{
int length = patrolPoints.Length;
if (!flyOverTerrain) return;
if (patrolPoints.Length < 1) return;
if (index < 0) return;
var patrol = patrolPoints[index];
if (lingerDuration <= 0)
{
iterator++;
switch (mode)
{
case PatrolMode.Clamp:
index = (iterator >= length) ? -1 : iterator;
break;
case PatrolMode.Wrap:
iterator = Modulus(iterator, length);
index = iterator;
break;
case PatrolMode.PingPong:
iterator = Modulus(iterator, length * 2);
index = length - Mathf.Abs(length - iterator);
break;
}
if (index < 0) return;
patrol = patrolPoints[index];
flyOverTerrain.target = patrol.target;
flyOverTerrain.desiredHeight = patrol.desiredHeight;
flyOverTerrain.flightSmoothTime = patrol.flightSmoothTime;
flyOverTerrain.maxFlightspeed = patrol.maxFlightspeed;
flyOverTerrain.flightAcceleration = patrol.flightAcceleration;
flyOverTerrain.levelingSmoothTime = patrol.levelingSmoothTime;
flyOverTerrain.maxLevelingSpeed = patrol.maxLevelingSpeed;
flyOverTerrain.levelingAcceleration = patrol.levelingAcceleration;
lookAtCamera.target = patrol.target;
lookAtCamera.RotationSpeed = 3;
lingerDuration = patrolPoints[index].lingerDuration;
}
Vector3 targetOffset = Vector3.zero;
if ((bool)patrol.target)
{
targetOffset = transform.position - patrol.target.position;
}
float sqrDistance = patrol.minDistance * patrol.minDistance;
if (targetOffset.sqrMagnitude <= sqrDistance)
{
flyOverTerrain.target = null;
lookAtCamera.target = null;
lingerDuration -= Time.deltaTime;
}
else
{
flyOverTerrain.target = patrol.target;
lookAtCamera.target = patrol.target;
}
distanceFromTarget = transform.position - patrol.target.position;
}
private int Modulus(int baseNumber, int modulus)
{
return (modulus == 0) ? baseNumber : baseNumber - modulus * (int)Mathf.Floor(baseNumber / (float)modulus);
}
}
This is the array
public PatrolData[] patrolPoints;
But I can’t set in the script the number of elements and then assign the targets automatically.
This is the script I use to create GameObjects:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InstantiateObjects : MonoBehaviour
{
public GameObject prefab;
public Terrain terrain;
public float yOffset = 0.5f;
public int objectsToInstantiate;
public bool parent = true;
private float terrainWidth;
private float terrainLength;
private float xTerrainPos;
private float zTerrainPos;
private List<GameObject> prefabs = new List<GameObject>();
public void Start()
{
//Get terrain size
terrainWidth = terrain.terrainData.size.x;
terrainLength = terrain.terrainData.size.z;
//Get terrain position
xTerrainPos = terrain.transform.position.x;
zTerrainPos = terrain.transform.position.z;
generateObjectOnTerrain();
}
public void generateObjectOnTerrain()
{
for (int i = 0; i < objectsToInstantiate; i++)
{
//Generate random x,z,y position on the terrain
float randX = UnityEngine.Random.Range(xTerrainPos, xTerrainPos + terrainWidth);
float randZ = UnityEngine.Random.Range(zTerrainPos, zTerrainPos + terrainLength);
float yVal = Terrain.activeTerrain.SampleHeight(new Vector3(randX, 0, randZ));
//Apply Offset if needed
yVal = yVal + yOffset;
//Generate the Prefab on the generated position
GameObject objInstance = Instantiate(prefab, new Vector3(randX, yVal, randZ), Quaternion.identity);
if (parent)
objInstance.transform.parent = this.transform;
prefabs.Add(objInstance);
}
}
public List<GameObject> PrefabsList()
{
return prefabs;
}
}
Now, for example, I created 21 GameObjects. Now I want to get and assign this GameObjects as elements and targets using the PatrolData and the PatrolOVerTerrain. But I can’t figure out how to do it. I mean what to change/add in the PatrolData and the PatrolOVerTerrain script.