Hai everyone, i already can make the movement grid via pathfinding and avoid obstacles for the player. Right now, i want to make the AI move itself based on the how many movement grid and the action point (just like the player does). But, i don’t know how to do it… Right now, i just able to make the character move to the position (but it is not follow the pathfinding, this character suppose to be the AI)… I am stack at this and try to solve this problem, but couldn’t. Could you guys help me out? Thanks.
Here is the code that i mention in the above (can make the character which is suppose to be AI to move to the position, but it not follow the pathfinding):
using UnityEngine;
using System.Collections;
public class AIPlayer : Player
{
void Awake()
{
moveDestination = transform.position;
}
// Use this for initialization
void Start()
{
ColorChanger();
}
// Update is called once per frame
void Update()
{
}
public override void TurnUpdate()
{
if (GameManager.instance.currentPlayerIndex == 5)
{
if (Vector3.Distance(moveDestination, transform.position) > 0.1f)
{
transform.position += (moveDestination - transform.position).normalized * moveSpeed * Time.deltaTime;
if (Vector3.Distance(moveDestination, transform.position) <= 0.1f)
{
transform.position = moveDestination;
actionPoints--;
}
}
else
{
moveDestination = new Vector3(2 - Mathf.Floor(GameManager.instance.mapSize / 2), 1.5f, -2 + Mathf.Floor(GameManager.instance.mapSize / 2));
GameManager.instance.NextTurn();
}
}
base.TurnUpdate();
}
public override void TurnOnGUI()
{
}
public override void ColorChanger()
{
base.ColorChanger();
}
}
Here is the link video for the game:
Just a quick tip: it's "stuck", not "stack". Worth getting this right, particularly in this context, as "stack" is a type of data structure, and a feature of most execution environments, which could be quite confusing.
– Hoeloe