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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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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() | ||
{ | ||
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} | ||
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// 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; | ||
} | ||
} | ||
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Vector3 waypointPos = waypoints[current].transform.position; | ||
transform.position = Vector3.MoveTowards(transform.position, waypointPos, | ||
Time.deltaTime * speed); | ||
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Quaternion goalRot = Quaternion.LookRotation(waypointPos - transform.position); | ||
transform.rotation = Quaternion.RotateTowards(transform.rotation, goalRot, | ||
Time.deltaTime * rotSpeed); | ||
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} | ||
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} |