using UnityEngine;
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using System.Collections;
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public class movebetween : MonoBehaviour {
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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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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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// 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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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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}
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