game: the npc walks fully
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parent
88cdc90474
commit
b17824d8b1
2 changed files with 18 additions and 3 deletions
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@ -58,6 +58,10 @@ public class NpcMovementRework : MonoBehaviour
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public void Wait()
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public void Wait()
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{
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{
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Debug.Log("walking");
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Debug.Log("walking");
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if (animator.GetBool(IsSitting))
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{
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animator.SetBool(IsSitting,false);
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}
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agent.SetDestination(roamingPoint);
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agent.SetDestination(roamingPoint);
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}
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}
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@ -79,8 +83,8 @@ public class NpcMovementRework : MonoBehaviour
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if (dist <0.5)
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if (dist <0.5)
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{
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{
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agent.SetDestination(gameObject.transform.position);
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agent.SetDestination(gameObject.transform.position);
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gameObject.transform.position=sittingPosition;
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gameObject.transform.rotation = pos.transform.rotation;
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gameObject.transform.rotation = pos.transform.rotation;
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gameObject.transform.position=sittingPosition;
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animator.SetBool(IsSitting,true);
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animator.SetBool(IsSitting,true);
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yield break;
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yield break;
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}
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}
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@ -88,7 +92,11 @@ public class NpcMovementRework : MonoBehaviour
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yield return new WaitForEndOfFrame();
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yield return new WaitForEndOfFrame();
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}
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}
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}
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}
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public void Despawn()
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{
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var random= Random.Range(0, NpcManager.instance.despawnPoints.Length);
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agent.SetDestination(NpcManager.instance.despawnPoints[random].position);
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}
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@ -51,7 +51,14 @@ public class NpcManager : MonoBehaviour
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/// </summary>
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/// </summary>
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public GameObject[] currentNpcs;
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public GameObject[] currentNpcs;
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/// <summary>
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/// a collection of positions for the chairs to sit for the npcs
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/// </summary>
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public GameObject[] chairPositions;
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public GameObject[] chairPositions;
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/// <summary>
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/// a collection of positions for the npcs to despawn
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/// </summary>
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public Transform[] despawnPoints;
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public void spawnNpc(bool isFemale, Transform spawnPoint)
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public void spawnNpc(bool isFemale, Transform spawnPoint)
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{
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{
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