This is the waypoints manager script attached to empty GameObject :
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class WaypointsManager : MonoBehaviour
{
public GameObject npcPrefab;
public int numberOfNpcs;
public GameObject waypointsPrefab;
public List<GameObject> waypoints = new List<GameObject>();
public int numberOfWaypoints;
public bool useWaypointsPrefab = false;
private GameObject waypointObject;
// Start is called before the first frame update
void Awake()
{
for (int i = 0; i < numberOfWaypoints; i )
{
if (useWaypointsPrefab)
{
waypointObject = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
}
else
{
waypointObject = new GameObject();
}
waypointObject.tag = "Waypoint";
waypointObject.name = "Waypoint";
waypointObject.transform.position = new Vector3(Random.Range(0, 10), Random.Range(0, 10), Random.Range(0, 10));
waypoints.Add(waypointObject);
}
for (int i = 0; i < numberOfNpcs; i )
{
if (npcPrefab != null)
{
GameObject npc = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
}
}
}
// Update is called once per frame
void Update()
{
}
}
And this script is attached to each npc :
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Waypoints : MonoBehaviour
{
public List<GameObject> waypoints = new List<GameObject>();
public float movementSpeed;
public float rotationSpeed;
public bool reverse = false;
public bool go = false;
public int numberOfWaypoints;
public int nextWaypointNumber;
private int waypointIndex = 0;
private GameObject nextWayPoint;
// Start is called before the first frame update
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("Waypoint").ToList();
numberOfWaypoints = waypoints.Count;
if (reverse)
{
waypointIndex = waypoints.Count - 1;
}
else
{
waypointIndex = 0;
}
StartCoroutine(MoveNpc());
}
// Update is called once per frame
void Update()
{
if (go)
{
if (reverse && waypointIndex == 0)
{
waypointIndex = waypoints.Count - 1;
}
if (reverse == false && waypointIndex == waypoints.Count)
{
waypointIndex = 0;
}
nextWayPoint = waypoints[waypointIndex];
nextWaypointNumber = waypointIndex;
transform.position = Vector3.MoveTowards(transform.position,
waypoints[waypointIndex].transform.position, Time.deltaTime * movementSpeed);
float distance = Vector3.Distance(transform.position, waypoints[waypointIndex].transform.position);
if (distance > 0f)
{
// Try to rotate to face the waypoint only if we're not on top of it.
var rotation = Quaternion.LookRotation(nextWayPoint.transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationSpeed);
}
else
{
numberOfWaypoints--;
if (reverse)
{
waypointIndex--;
}
else
{
waypointIndex ;
}
}
}
}
private IEnumerator MoveNpc()
{
yield return new WaitForSeconds(3f);
go = true;
}
private void OnDrawGizmos()
{
if (waypoints != null)
{
for (int i = 0; i < waypoints.Count; i )
{
Gizmos.color = Color.green;
Gizmos.DrawSphere(waypoints[i].transform.position, 0.1f);
}
}
if (nextWayPoint != null)
{
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, nextWayPoint.transform.position);
}
}
}
In the Waypoints script I'm starting a coroutine with a 3 seconds delay but still all the npcs are moving at the same time like one npc. I want it to wait 3 seconds send npc wait 3 seconds send npc until all npcs are moving along the waypoints.
StartCoroutine(MoveNpc());
CodePudding user response:
ISSUE
All npcs are being spawned at the same time, each waits 3 seconds (all at the same time), and then start moving.
SOLUTION
You could create a function that takes the amount of time they need to wait, and use that delay time in your coroutine.
NPC
public void StartMovingAfterSeconds(float seconds)
{
StartCoroutine(MoveNPC(seconds));
}
private IEnumerator MoveNpc(float delayTimeSeconds)
{
yield return new WaitForSeconds(delayTimeSeconds);
go = true;
}
From your manager you will need to track the delay time as you spawn the npcs.
MANAGER
// Amount to delay movement by (can be exposed in the inspector)
//
var delayTime = 3f;
// Accumulated delay
//
var currentDelay = 0f;
if (npcPrefab != null)
{
for (int i = 0; i < numberOfNpcs; i )
{
var npc = Instantiate(npcPrefab, Vector3.zero, Quaternion.identity);
npc.StartMovingAfterSeconds(currentDelay);
currentDelay = delayTime;
}
}
We start with a delay of 0 (currentDelay) and add the amount we want to delay by (delayTime) in each iteration. The first delay is 0, next is 3, then 6, etc..