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1 | IEnumerator MoveRandomPos() | |
2 | { | |
3 | - | yield return new WaitForSeconds(Random.Range(4f, 7f)); |
3 | + | while(true){ |
4 | ||
5 | - | StartCoroutine(MoveRandomPos()); |
5 | + | yield return null; |
6 | ||
7 | ||
8 | RaycastHit hit; | |
9 | Ray ray = new Ray(transform.position, Quaternion.Euler(0f, Random.Range(0f, 360f), 0f) * transform.forward); | |
10 | ||
11 | /*Debug.DrawRay(transform.position, ray.direction, Color.red, 3f);*/ | |
12 | ||
13 | if (Physics.Raycast(ray, out hit)) | |
14 | { | |
15 | if (hit.distance > 2f) | |
16 | - | nav.SetDestination(ray.direction); |
16 | + | |
17 | yield return StartCoroutine(MoveToPos(ray.direction)); | |
18 | yield return new WaitForSeconds(Random.Range(4f, 7f)); | |
19 | - | } |
19 | + | |
20 | } | |
21 | } | |
22 | } | |
23 | ||
24 | IEnumerator MoveToPos(Vector3 direction){ | |
25 | nav.SetDestination(direction); | |
26 | var startPos = nav.transform.position; | |
27 | var randomDistance = Random.Range(4f, 7f); | |
28 | yield return new WaitUntil(()=> Vector3.Distance(startPos, nav.position) >= randomDistance); | |
29 | } |