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@ -3,17 +3,23 @@ using System.Collections; |
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public class movebetween : MonoBehaviour { |
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public GameObject start; |
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public GameObject end; |
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public GameObject[] points; |
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//public GameObject end;
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public float distance; |
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public float changeDis; |
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private Vector3 startPos; |
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private Vector3 endPos; |
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public int count = 0; |
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public bool useCustomRotation = false; |
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private Rigidbody rb; |
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void Start(){ |
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startPos = start.transform.position; |
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endPos = end.transform.position; |
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rb = gameObject.GetComponent<Rigidbody> (); |
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startPos = points[count].transform.position; |
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endPos = points[count+1].transform.position; |
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distance = Vector3.Distance (startPos, endPos) / Vector3.Distance (gameObject.transform.position, startPos); |
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} |
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@ -21,12 +27,35 @@ public class movebetween : MonoBehaviour { |
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// Update is called once per frame
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void Update () { |
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transform.position = startPos + (endPos - startPos) / distance; |
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//transform.position = startPos + (endPos - startPos) / distance;
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if (!useCustomRotation) { |
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Vector3 lookAtTarget = endPos; |
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lookAtTarget.y = transform.position.y; |
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transform.LookAt (lookAtTarget); |
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} |
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} |
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void FixedUpdate(){ |
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if (Vector3.Distance (gameObject.transform.position, startPos) <= changeDis && count != 0) { |
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count--; |
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startPos = points[count].transform.position; |
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endPos = points[count+1].transform.position; |
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} |
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if (Vector3.Distance (gameObject.transform.position, endPos) <= changeDis && count + 1 != points.Length) { |
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count++; |
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startPos = points[count].transform.position; |
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endPos = points[count+1].transform.position; |
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} |
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distance = Vector3.Distance (startPos, endPos) / Vector3.Distance (gameObject.transform.position, startPos); |
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Vector3 newPos = gameObject.transform.position; |
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newPos.x = startPos.x + (endPos.x - startPos.x) / distance; |
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newPos.y = startPos.y + (endPos.y - startPos.y) / distance; |
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rb.MovePosition (newPos); |
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} |
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} |