Graphics Reference
In-Depth Information
private int totalWaypoints;
private Vector3 nodePosition;
private Vector3 myPosition;
private Vector3 diff;
private float currentWayDist;
[System.NonSerialized]
public bool reachedLastWaypoint;
private Vector3 moveVec;
private Vector3 targetMoveVec;
private float distanceToChaseTarget;
public float waypointDistance= 5f;
public float moveSpeed= 30f;
public float pathSmoothing= 2f;
public bool shouldReversePathFollowing;
public bool loopPath;
public bool destroyAtEndOfWaypoints;
public bool faceWaypoints;
public bool startAtFirstWaypoint;
[System.NonSerialized]
public bool isRespawning;
private int obstacleFinderResult;
public Transform rotateTransform;
[System.NonSerialized]
public Vector3 RelativeWaypointPosition;
public bool AIControlled;
public void Start ()
{
Init ();
}
public virtual void Init ()
{
// cache ref to gameObject
myGO= gameObject;
// cache ref to transform
myTransform= transform;
// rotateTransform may be set if the object we rotate is
// different to the main transform
if( rotateTransform==null )
rotateTransform= myTransform;
// cache a ref to our rigidbody
myBody= myTransform.rigidbody;
// init done!
didInit= true;
}
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