Files
SimUL/Assets/Scripts/FollowPath.cs
T
2022-08-17 11:14:32 +03:00

60 lines
1.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class FollowPath : MonoBehaviour
{
public enum MovementTypes
{
Moveing, Lerping
}
public MovementTypes MovementType = MovementTypes.Moveing;
public MovementPath MyPath;
public float speed = 1;
public float maxDistance = .1f;
public IEnumerator<Transform> pointInPath;
// Start is called before the first frame update
void Start()
{
if (MyPath == null)
{
Debug.Log("path not attached");
return;
}
pointInPath = MyPath.GetNextPathPoint();
pointInPath.MoveNext();
if (pointInPath.Current == null)
{
Debug.Log("need points");
return;
}
transform.position = pointInPath.Current.position;
}
// Update is called once per frame
void Update()
{
if (pointInPath == null || pointInPath.Current == null)
{
return;
}
if (MovementType == MovementTypes.Moveing)
{
transform.position = Vector3.MoveTowards(transform.position, pointInPath.Current.position, Time.deltaTime * speed);
}
else
{
transform.position = Vector3.Lerp(transform.position, pointInPath.Current.position, Time.deltaTime * speed);
}
var distanceSqare = (transform.position - pointInPath.Current.position).sqrMagnitude;
if (distanceSqare < maxDistance * maxDistance)
{
pointInPath.MoveNext();
}
}
}