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PedestrianControl.cs
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PedestrianControl.cs
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//YIGIT OZTURK
using UnityEngine;
using System.Collections;
public class PedestrianControl : MonoBehaviour {
CharacterController controller;
public float stopTimer = 3;
float stopTimerCD;
public float speed = 3;
GameObject cat;
float distance;
public float seekingDistance = 15;
bool canMove;
bool move;
Vector3 oldpos;
Vector3 newpos;
Vector3 velocity;
Vector3 firstPos;
[HideInInspector]
public Vector3 initialPosition;
public Vector3[] positions;
Vector3[] tempPositions;
[HideInInspector]
public int patrolNumber;
[HideInInspector]
public int currentPatrol;
[HideInInspector]
public int pressCount;
[HideInInspector]
public bool isDone;
public void SetInitialPos()
{
initialPosition = transform.position;
tempPositions = positions;
patrolNumber += 1;
positions = new Vector3[patrolNumber];
positions [0] = initialPosition;
}
void OnDrawGizmosSelected()
{
if (patrolNumber > 0) {
for(int i=0; i<patrolNumber;i++)
{
Gizmos.DrawWireSphere (positions[i] + new Vector3(0, 0.5f , 0), 0.2f);
if(i >= 1)
{
Gizmos.DrawLine(positions[i - 1] + new Vector3(0, 0.5f , 0), positions[i] + new Vector3(0, 0.5f , 0));
}
}
}
}
public void SetPosition()
{
tempPositions = positions;
patrolNumber += 1;
positions = new Vector3[patrolNumber];
for (int i=0; i<patrolNumber; i++) {
if(i < patrolNumber - 1)
{
positions[i] = tempPositions[i];
}
else
{
positions[i] = gameObject.transform.position;
}
}
}
public void ResetPositions()
{
patrolNumber = 0;
tempPositions = null;
positions = null;
transform.position = initialPosition;
initialPosition = Vector3.zero;
}
public void DonePositioning()
{
transform.position = initialPosition;
}
void Awake ()
{
gameObject.transform.LookAt (positions[0]);
oldpos = transform.position;
stopTimerCD = stopTimer;
controller = GetComponent<CharacterController>();
}
bool stopNow;
bool goBack;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void FixedUpdate () {
newpos = transform.position;
Vector3 difference = newpos - oldpos;
velocity = difference /Time.deltaTime;
oldpos = newpos;
newpos = transform.position;
if (!cat) {
cat = GameObject.FindWithTag ("Player");
} else {
distance = Vector3.Distance(gameObject.transform.position, cat.transform.position);
if(!stopNow)
{
if(distance <= seekingDistance)
{
canMove = true;
}
else
{
canMove = false;
}
}
}
if (canMove) {
// transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, targetRotation, Time.deltaTime * directionChangeInterval);
var forward = transform.TransformDirection(Vector3.forward);
gameObject.transform.LookAt(positions[currentPatrol]);
controller.SimpleMove(forward * speed);
}
if (Vector3.Distance (transform.position, positions [currentPatrol]) <= 0.75f) {
stopNow = true;
canMove = false;
}
if (stopNow) {
stopTimer -= Time.deltaTime;
if(stopTimer <= 0)
{
stopTimer = stopTimerCD;
if(!goBack)
{
if(currentPatrol < patrolNumber - 1)
{
currentPatrol += 1;
}
else
{
goBack = true;
}
}
else
{
if(currentPatrol > 0)
{
currentPatrol -= 1;
}
else
{
goBack = false;
}
}
gameObject.transform.LookAt(positions[currentPatrol]);
canMove = true;
stopNow = false;
}
}
//Here you can animate your character with velocity or something else.
}
}