holopy3/Assets/Scripts/Demo Scripts/PlayerMovement.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlayerMovement : MonoBehaviour {
[HideInInspector]
public int currentTarget = 0;
int lastTarget = 0;
List<int> path;
int currentPoint = 0;
GameObject floorHolder;
[HideInInspector]
public int startPont = 0;
[HideInInspector]
public Transform currentFloor;
// Use this for initialization
void Start () {
path = GameObject.FindObjectOfType<MazePathFinder> ().FindPath (startPont, currentTarget);
}
// Update is called once per frame
void Update () {
if (!floorHolder){
floorHolder = GameObject.Find ("FloorHolder");
return;
}
if (lastTarget != currentTarget) {
path = new List<int>();
path.Clear ();
path = GameObject.FindObjectOfType<MazePathFinder> ().FindPath (startPont, currentTarget);
lastTarget = currentTarget;
currentPoint = 0;
} else {
if (currentPoint < path.Count){
transform.position = Vector3.MoveTowards(transform.position,floorHolder.transform.GetChild(path[currentPoint]).transform.position, 0.05f);
if ((transform.position-floorHolder.transform.GetChild(path[currentPoint]).transform.position).magnitude <= 0.25f){
currentPoint++;
}
}
}
}
void ChangeRoute (Transform end){
//Get StartIndex
for (int i = 0; i < floorHolder.transform.childCount; i++) {
if (currentFloor == floorHolder.transform.GetChild(i).transform){
startPont = i;
break;
}
}
//Get EndIndex
for (int i = 0; i < floorHolder.transform.childCount; i++) {
if (end == floorHolder.transform.GetChild(i).transform){
currentTarget = i;
break;
}
}
}
void OnCollisionStay (Collision other){
if (other.collider.tag == "CellFloor") {
currentFloor = other.collider.transform;
}
}
}