fgm24/Assets/Scripts/Enemy/EnemyPathFinding.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
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using UnityEngine;
using UnityEngine.AI;
public class EnemyPathFinding : MonoBehaviour
{
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[SerializeField] public Transform[] targets;
[SerializeField] private float ropeDistCheck = 1f;
[SerializeField] private LayerMask ropeCheckMask;
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NavMeshAgent agent;
private void Start()
{
agent = GetComponent<NavMeshAgent>();
agent.updateRotation = false;
agent.updateUpAxis = false;
}
private void Update()
{
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if (targets.Length == 0) return;
Transform closestTarget = GetClosestTarget();
if (closestTarget == null) return;
// Make sure no rope parts are in front
Vector2 dir = closestTarget.position - transform.position;
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if (Physics2D.Raycast(transform.position, dir.normalized, ropeDistCheck, ropeCheckMask)) return;
agent.SetDestination(closestTarget.position);
}
private Transform GetClosestTarget()
{
float dist = Mathf.Infinity;
Transform shortest = targets[0];
foreach (var target in targets)
{
float targetDist = Vector2.Distance(target.position, transform.position);
if (targetDist < dist)
{
dist = targetDist;
shortest = target;
}
}
return shortest;
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}
}