fixing navmesh

This commit is contained in:
2024-05-27 22:32:55 +03:00
parent 4a59cee5e6
commit 4e467184cd
5 changed files with 16 additions and 40 deletions
+7 -1
View File
@@ -58,7 +58,13 @@ public class Player : BaseCharacter
public void SetPosition(Transform desiredPosition)
{
_navAgent.Warp(desiredPosition.position);
if (!_navAgent.isOnNavMesh)
{
transform.position = desiredPosition.position;
_navAgent.enabled = false;
_navAgent.enabled = true;
}
var t=_navAgent.Warp(desiredPosition.position);
_navAgent.updatePosition = false;
Rotate(desiredPosition.forward * -1);
}
@@ -4,15 +4,15 @@ using UnityEngine;
public class IndoorController : MonoBehaviour
{
// Start is called before the first frame update
void Start()
void Awake()
{
var indoor = GameManager.Instance.BuildingSystem.Indoor;
Instantiate(indoor.Prefab, Vector3.zero, Quaternion.identity);
var transform =Instantiate(indoor.Prefab, Vector3.zero, Quaternion.identity);
Player.Instance.NavAgent.Warp(SpawnPlayer(indoor));
// If the NavMeshSurface is not assigned in the Inspector, try to find it
var navMeshSurface = indoor.Prefab.GetComponentInChildren<NavMeshSurface>();
Player.Instance.NavAgent.enabled = true;
var navMeshSurface = transform.GetComponentInChildren<NavMeshSurface>();
// Build the NavMesh
if (navMeshSurface != null)
{
@@ -22,7 +22,8 @@ public class IndoorController : MonoBehaviour
{
Debug.LogError("NavMeshSurface is not assigned and not found on the GameObject.");
}
SpawnPlayer(indoor);
}
private Vector3 SpawnPlayer(IndoorSO indoor)
@@ -37,6 +38,7 @@ public class IndoorController : MonoBehaviour
{
interactable = spawn.GetComponent<BaseInteractableObject>();
Player.Instance.SetPosition(interactable._interactionPoint);
break;
}
}
}