I’m trying to setup waypoints using a modified version of the script that was in the FPS tutorial. My model is going to the first waypoint but then is just staying there indefinitely. Why isn’t he going to the next waypoint? How can I make him immediately go to the next waypoint or even better yet add a var to make him wait for a certain amount of seconds before going to the next one?
Here is the code I’m using:
function Start () {
// Auto setup player as target through tags
if (target == null GameObject.FindWithTag("Player"))
target = GameObject.FindWithTag("Player").transform;
Patrol();
}
function Patrol () {
var curWayPoint = AutoWayPoint.FindClosest(transform.position);
while (true) {
var waypointPosition = curWayPoint.transform.position;
// Are we close to a waypoint? -> pick the next one!
if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
curWayPoint = PickNextWaypoint (curWayPoint);
// Attack the player and wait until
// - player is killed
// - player is out of sight
if (CanSeeTarget ())
yield StartCoroutine("AttackPlayer");
// Move towards our target
MoveTowards(waypointPosition);
yield;
}
}
function CanSeeTarget () : boolean {
if (Vector3.Distance(transform.position, target.position) > attackRange)
return false;
var hit : RaycastHit;
if (Physics.Linecast (transform.position, target.position, hit))
return hit.transform == target;
return false;
}
function RotateTowards (position : Vector3) {
SendMessage("SetSpeed", 0.0);
var direction = position - transform.position;
direction.y = 0;
if (direction.magnitude < 0.1)
return;
// Rotate towards the target
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}
function MoveTowards (position : Vector3) {
var controller : CharacterController = GetComponent(CharacterController);
var direction = position - transform.position;
direction.y = 0;
if (direction.magnitude < 0.5) {
//SendMessage("SetSpeed", 0.0);
return;
}
// Rotate towards the target
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
// Modify speed so we slow down when we are not facing the target
var forward = transform.TransformDirection(Vector3.forward);
var speedModifier = Vector3.Dot(forward, direction.normalized);
speedModifier = Mathf.Clamp01(speedModifier);
// Move the character
direction = forward * speed * speedModifier;
//GetComponent (CharacterController).Move(direction);
controller.Move(direction);
SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
}
function PickNextWaypoint (currentWaypoint : AutoWayPoint) {
// We want to find the waypoint where the character has to turn the least
// The direction in which we are walking
var forward = transform.TransformDirection(Vector3.forward);
// The closer two vectors, the larger the dot product will be.
var best = currentWaypoint;
var bestDot = -10.0;
for (var cur : AutoWayPoint in currentWaypoint.connected) {
var direction = Vector3.Normalize(cur.transform.position - transform.position);
var dot = Vector3.Dot(direction, forward);
if (dot > bestDot cur != currentWaypoint) {
bestDot = dot;
best = cur;
}
}
return best;
}
Thanks in advance!