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WaypointsManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaypointManager : MonoBehaviour
{
private static WaypointManager _instance;
public static WaypointManager Instance
{
get
{
return _instance;
}
}
public GameObject[] waypoints;
public GameObject player;
int current = 0;
public float speed;
public float rotSpeed;
float WPradius = 1;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Vector3.Distance(waypoints[current].transform.position, transform.position)
< WPradius)
{
current = Random.Range(0, waypoints.Length);
if (current >= waypoints.Length)
{
current = 0;
}
}
Vector3 waypointPos = waypoints[current].transform.position;
transform.position = Vector3.MoveTowards(transform.position, waypointPos,
Time.deltaTime * speed);
Quaternion goalRot = Quaternion.LookRotation(waypointPos - transform.position);
transform.rotation = Quaternion.RotateTowards(transform.rotation, goalRot,
Time.deltaTime * rotSpeed);
}
}