I have written a code to get a random transform from my list pathPoints
and move my object based on that transform
, but what it is doing is getting multiple transforms
and trying to move everywhere at once. I want the object to move at one position then get a new position and move there then repeat.
Here is the code:-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathFinder : MonoBehaviour
[SerializeField] List<Transform> pathPoints;
[SerializeField] Transform pathPrefab;
[SerializeField] float moveSpeed = 10f;
[SerializeField] bool isMoving = false;
[SerializeField] bool isH_Attacking = false;
Animator anim;
Transform defaultWayPoint;
Transform currentTargetPoint;
void Awake()
{
anim = GetComponent<Animator>();
defaultWayPoint = pathPrefab.GetChild(0);
}
void Start()
{
currentTargetPoint = pathPoints[Random.Range(0, pathPoints.Count)];
transform.position = defaultWayPoint.position;
}
void MoveToNextWayPoint()
{
if(transform.position != currentTargetPoint.position)
{
float delta = moveSpeed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, currentTargetPoint.position, delta);
anim.SetBool("isMoving", true);
isMoving = true;
}
GetNextWayPoint();
}
Transform GetNextWayPoint()
{
currentTargetPoint = pathPoints[Random.Range(0, pathPoints.Count)];
Debug.Log(currentTargetPoint.position);
return currentTargetPoint;
}
void Update()
{
MoveToNextWayPoint();
}
*The script is attached to the gameObject
which I want to move.
*This is a 2d project.
CodePudding user response:
void MoveToNextWayPoint()
{
if(transform.position != currentTargetPoint.position)
{
float delta = moveSpeed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, currentTargetPoint.position, delta);
anim.SetBool("isMoving", true);
isMoving = true;
}
else
{
GetNextWayPoint();
}
}