|
@@ -0,0 +1,368 @@
|
|
|
|
|
+//
|
|
|
|
|
+// Copyright (c) 2008-2015 the Urho3D project.
|
|
|
|
|
+// Copyright (c) 2015 Xamarin Inc
|
|
|
|
|
+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
|
|
|
|
|
+//
|
|
|
|
|
+// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
|
|
|
+// of this software and associated documentation files (the "Software"), to deal
|
|
|
|
|
+// in the Software without restriction, including without limitation the rights
|
|
|
|
|
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
|
|
|
+// copies of the Software, and to permit persons to whom the Software is
|
|
|
|
|
+// furnished to do so, subject to the following conditions:
|
|
|
|
|
+//
|
|
|
|
|
+// The above copyright notice and this permission notice shall be included in
|
|
|
|
|
+// all copies or substantial portions of the Software.
|
|
|
|
|
+//
|
|
|
|
|
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
|
|
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
|
|
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
|
|
|
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
|
|
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
|
|
|
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
|
|
|
+// THE SOFTWARE.
|
|
|
|
|
+//
|
|
|
|
|
+
|
|
|
|
|
+using System.Collections.Generic;
|
|
|
|
|
+using System.Linq;
|
|
|
|
|
+using AtomicEngine;
|
|
|
|
|
+
|
|
|
|
|
+namespace FeatureExamples
|
|
|
|
|
+{
|
|
|
|
|
+ public class NavigationSample : Sample
|
|
|
|
|
+ {
|
|
|
|
|
+ Scene scene;
|
|
|
|
|
+ float yaw;
|
|
|
|
|
+ float pitch;
|
|
|
|
|
+ bool drawDebug;
|
|
|
|
|
+ Node jackNode;
|
|
|
|
|
+ Vector3 endPos;
|
|
|
|
|
+ List<Vector3> currentPath = new List<Vector3>();
|
|
|
|
|
+
|
|
|
|
|
+ public NavigationSample() : base() { }
|
|
|
|
|
+
|
|
|
|
|
+ public override void Start()
|
|
|
|
|
+ {
|
|
|
|
|
+ base.Start();
|
|
|
|
|
+ CreateScene();
|
|
|
|
|
+ CreateUI();
|
|
|
|
|
+ SetupViewport();
|
|
|
|
|
+ SubscribeToEvents();
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ void SubscribeToEvents()
|
|
|
|
|
+ {
|
|
|
|
|
+ SubscribeToEvent<PostRenderUpdateEvent>(e =>
|
|
|
|
|
+ {
|
|
|
|
|
+ // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
|
|
|
|
|
+ // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
|
|
|
|
|
+ // bones properly
|
|
|
|
|
+ if (drawDebug)
|
|
|
|
|
+ GetSubsystem<Renderer>().DrawDebugGeometry(false);
|
|
|
|
|
+
|
|
|
|
|
+ if (currentPath.Count > 0)
|
|
|
|
|
+ {
|
|
|
|
|
+ // Visualize the current calculated path
|
|
|
|
|
+ DebugRenderer debug = scene.GetComponent<DebugRenderer>();
|
|
|
|
|
+ debug.AddBoundingBox(new BoundingBox(endPos - new Vector3(0.1f, 0.1f, 0.1f), endPos + new Vector3(0.1f, 0.1f, 0.1f)),
|
|
|
|
|
+ new Color(1.0f, 1.0f, 1.0f), true);
|
|
|
|
|
+
|
|
|
|
|
+ // Draw the path with a small upward bias so that it does not clip into the surfaces
|
|
|
|
|
+ Vector3 bias = new Vector3(0.0f, 0.05f, 0.0f);
|
|
|
|
|
+ debug.AddLine(jackNode.Position + bias, currentPath[0] + bias, new Color(1.0f, 1.0f, 1.0f), true);
|
|
|
|
|
+
|
|
|
|
|
+ if (currentPath.Count > 1)
|
|
|
|
|
+ {
|
|
|
|
|
+ for (int i = 0; i < currentPath.Count - 1; ++i)
|
|
|
|
|
+ debug.AddLine(currentPath[i] + bias, currentPath[i + 1] + bias, new Color(1.0f, 1.0f, 1.0f), true);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ });
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ protected override void Update(float timeStep)
|
|
|
|
|
+ {
|
|
|
|
|
+ base.Update(timeStep);
|
|
|
|
|
+ MoveCamera(timeStep);
|
|
|
|
|
+ FollowPath(timeStep);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ void MoveCamera(float timeStep)
|
|
|
|
|
+ {
|
|
|
|
|
+ var input = GetSubsystem<Input>();
|
|
|
|
|
+
|
|
|
|
|
+ // Right mouse button controls mouse cursor visibility: hide when pressed
|
|
|
|
|
+ bool rightMouseDown = input.GetMouseButtonDown(Constants.MOUSEB_RIGHT);
|
|
|
|
|
+
|
|
|
|
|
+ // Movement speed as world units per second
|
|
|
|
|
+ const float moveSpeed = 20.0f;
|
|
|
|
|
+ // Mouse sensitivity as degrees per pixel
|
|
|
|
|
+ const float mouseSensitivity = 0.1f;
|
|
|
|
|
+
|
|
|
|
|
+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
|
|
|
|
|
+ // Only move the camera when the cursor is hidden
|
|
|
|
|
+ if (rightMouseDown)
|
|
|
|
|
+ {
|
|
|
|
|
+ IntVector2 mouseMove = input.MouseMove;
|
|
|
|
|
+ yaw += mouseSensitivity * mouseMove.X;
|
|
|
|
|
+ pitch += mouseSensitivity * mouseMove.Y;
|
|
|
|
|
+ pitch = MathHelper.Clamp(pitch, -90.0f, 90.0f);
|
|
|
|
|
+
|
|
|
|
|
+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
|
|
|
|
|
+ CameraNode.Rotation = new Quaternion(pitch, yaw, 0.0f);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
|
|
|
|
+ if (input.GetKeyDown(Constants.KEY_W))
|
|
|
|
|
+ CameraNode.Translate(Vector3.UnitZ * moveSpeed * timeStep);
|
|
|
|
|
+ if (input.GetKeyDown(Constants.KEY_S))
|
|
|
|
|
+ CameraNode.Translate(-Vector3.UnitZ * moveSpeed * timeStep);
|
|
|
|
|
+ if (input.GetKeyDown(Constants.KEY_A))
|
|
|
|
|
+ CameraNode.Translate(-Vector3.UnitX * moveSpeed * timeStep);
|
|
|
|
|
+ if (input.GetKeyDown(Constants.KEY_D))
|
|
|
|
|
+ CameraNode.Translate(Vector3.UnitX * moveSpeed * timeStep);
|
|
|
|
|
+
|
|
|
|
|
+ // Set destination or teleport with left mouse button
|
|
|
|
|
+ if (input.GetMouseButtonPress(Constants.MOUSEB_LEFT))
|
|
|
|
|
+ SetPathPoint();
|
|
|
|
|
+ // Add or remove objects with middle mouse button, then rebuild navigation mesh partially
|
|
|
|
|
+ if (input.GetMouseButtonPress(Constants.MOUSEB_MIDDLE))
|
|
|
|
|
+ AddOrRemoveObject();
|
|
|
|
|
+
|
|
|
|
|
+ // Toggle debug geometry with space
|
|
|
|
|
+ if (input.GetKeyPress(Constants.KEY_SPACE))
|
|
|
|
|
+ drawDebug = !drawDebug;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ void SetupViewport()
|
|
|
|
|
+ {
|
|
|
|
|
+ var renderer = GetSubsystem<Renderer>();
|
|
|
|
|
+ renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ void CreateUI()
|
|
|
|
|
+ {
|
|
|
|
|
+
|
|
|
|
|
+ SimpleCreateInstructions(
|
|
|
|
|
+ "Use WASD keys to move, RMB to rotate view\n" +
|
|
|
|
|
+ "LMB to set destination, SHIFT+LMB to teleport\n" +
|
|
|
|
|
+ "MMB to add or remove obstacles\n" +
|
|
|
|
|
+ "Space to toggle debug geometry");
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ void CreateScene()
|
|
|
|
|
+ {
|
|
|
|
|
+ var cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
+
|
|
|
|
|
+ scene = new Scene();
|
|
|
|
|
+
|
|
|
|
|
+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
|
|
|
|
|
+ // Also create a DebugRenderer component so that we can draw debug geometry
|
|
|
|
|
+ scene.CreateComponent<Octree>();
|
|
|
|
|
+ scene.CreateComponent<DebugRenderer>();
|
|
|
|
|
+
|
|
|
|
|
+ // Create scene node & StaticModel component for showing a static plane
|
|
|
|
|
+ Node planeNode = scene.CreateChild("Plane");
|
|
|
|
|
+ planeNode.Scale = new Vector3(100.0f, 1.0f, 100.0f);
|
|
|
|
|
+ StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
|
|
|
|
|
+ planeObject.Model = cache.Get<Model>("Models/Plane.mdl");
|
|
|
|
|
+ planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
|
|
|
|
|
+
|
|
|
|
|
+ // Create a Zone component for ambient lighting & fog control
|
|
|
|
|
+ Node zoneNode = scene.CreateChild("Zone");
|
|
|
|
|
+ Zone zone = zoneNode.CreateComponent<Zone>();
|
|
|
|
|
+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
|
|
|
|
|
+ zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
|
|
|
|
|
+ zone.FogColor = new Color(0.5f, 0.5f, 0.7f);
|
|
|
|
|
+ zone.FogStart = 100.0f;
|
|
|
|
|
+ zone.FogEnd = 300.0f;
|
|
|
|
|
+
|
|
|
|
|
+ // Create a directional light to the world. Enable cascaded shadows on it
|
|
|
|
|
+ Node lightNode = scene.CreateChild("DirectionalLight");
|
|
|
|
|
+ lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
|
|
|
|
|
+ Light light = lightNode.CreateComponent<Light>();
|
|
|
|
|
+ light.LightType = LightType.LIGHT_DIRECTIONAL;
|
|
|
|
|
+ light.CastShadows = true;
|
|
|
|
|
+ light.ShadowBias = new BiasParameters(0.00025f, 0.5f);
|
|
|
|
|
+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
|
|
|
|
|
+ light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
|
|
|
|
|
+
|
|
|
|
|
+ // Create some mushrooms
|
|
|
|
|
+ const uint numMushrooms = 100;
|
|
|
|
|
+ for (uint i = 0; i < numMushrooms; ++i)
|
|
|
|
|
+ CreateMushroom(new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
|
|
|
|
|
+
|
|
|
|
|
+ // Create randomly sized boxes. If boxes are big enough, make them occluders
|
|
|
|
|
+ const uint numBoxes = 20;
|
|
|
|
|
+ for (uint i = 0; i < numBoxes; ++i)
|
|
|
|
|
+ {
|
|
|
|
|
+ Node boxNode = scene.CreateChild("Box");
|
|
|
|
|
+ float size = 1.0f + NextRandom(10.0f);
|
|
|
|
|
+ boxNode.Position = new Vector3(NextRandom(80.0f) - 40.0f, size * 0.5f, NextRandom(80.0f) - 40.0f);
|
|
|
|
|
+ boxNode.SetScale(size);
|
|
|
|
|
+ StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
|
|
|
|
|
+ boxObject.Model = cache.Get<Model>("Models/Box.mdl");
|
|
|
|
|
+ boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml"));
|
|
|
|
|
+ boxObject.CastShadows = true;
|
|
|
|
|
+ if (size >= 3.0f)
|
|
|
|
|
+ boxObject.Occluder = true;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Create Jack node that will follow the path
|
|
|
|
|
+ jackNode = scene.CreateChild("Jack");
|
|
|
|
|
+ jackNode.Position = new Vector3(-5.0f, 0.0f, 20.0f);
|
|
|
|
|
+ AnimatedModel modelObject = jackNode.CreateComponent<AnimatedModel>();
|
|
|
|
|
+ modelObject.Model = cache.Get<Model>("Models/Jack.mdl");
|
|
|
|
|
+ modelObject.SetMaterial(cache.Get<Material>("Materials/Jack.xml"));
|
|
|
|
|
+ modelObject.CastShadows = true;
|
|
|
|
|
+
|
|
|
|
|
+ // Create a NavigationMesh component to the scene root
|
|
|
|
|
+ NavigationMesh navMesh = scene.CreateComponent<NavigationMesh>();
|
|
|
|
|
+ // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
|
|
|
|
|
+ // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
|
|
|
|
|
+ scene.CreateComponent<Navigable>();
|
|
|
|
|
+ // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
|
|
|
|
|
+ // in the scene and still update the mesh correctly
|
|
|
|
|
+ navMesh.Padding = new Vector3(0.0f, 10.0f, 0.0f);
|
|
|
|
|
+ // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
|
|
|
|
|
+ // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
|
|
|
|
|
+ // it will use renderable geometry instead
|
|
|
|
|
+ navMesh.Build();
|
|
|
|
|
+
|
|
|
|
|
+ // Create the camera. Limit far clip distance to match the fog
|
|
|
|
|
+ CameraNode = scene.CreateChild("Camera");
|
|
|
|
|
+ Camera camera = CameraNode.CreateComponent<Camera>();
|
|
|
|
|
+ camera.FarClip = 300.0f;
|
|
|
|
|
+
|
|
|
|
|
+ // Set an initial position for the camera scene node above the plane
|
|
|
|
|
+ CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ void SetPathPoint()
|
|
|
|
|
+ {
|
|
|
|
|
+ var input = GetSubsystem<Input>();
|
|
|
|
|
+
|
|
|
|
|
+ Vector3 hitPos;
|
|
|
|
|
+ Drawable hitDrawable;
|
|
|
|
|
+ NavigationMesh navMesh = scene.GetComponent<NavigationMesh>();
|
|
|
|
|
+
|
|
|
|
|
+ if (Raycast(250.0f, out hitPos, out hitDrawable))
|
|
|
|
|
+ {
|
|
|
|
|
+ Vector3 pathPos = navMesh.FindNearestPoint(hitPos, new Vector3(1.0f, 1.0f, 1.0f));
|
|
|
|
|
+
|
|
|
|
|
+ if (input.GetQualifierDown(Constants.QUAL_SHIFT))
|
|
|
|
|
+ {
|
|
|
|
|
+ // Teleport
|
|
|
|
|
+ currentPath.Clear();
|
|
|
|
|
+ jackNode.LookAt(new Vector3(pathPos.X, jackNode.Position.Y, pathPos.Z), Vector3.UnitY, TransformSpace.TS_WORLD);
|
|
|
|
|
+ jackNode.Position = (pathPos);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ // Calculate path from Jack's current position to the end point
|
|
|
|
|
+ endPos = pathPos;
|
|
|
|
|
+ var result = navMesh.FindPath(currentPath, jackNode.Position, endPos);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ void AddOrRemoveObject()
|
|
|
|
|
+ {
|
|
|
|
|
+ // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
|
|
|
|
|
+ Vector3 hitPos;
|
|
|
|
|
+ Drawable hitDrawable;
|
|
|
|
|
+
|
|
|
|
|
+ if (Raycast(250.0f, out hitPos, out hitDrawable))
|
|
|
|
|
+ {
|
|
|
|
|
+ // The part of the navigation mesh we must update, which is the world bounding box of the associated
|
|
|
|
|
+ // drawable component
|
|
|
|
|
+ BoundingBox updateBox;
|
|
|
|
|
+
|
|
|
|
|
+ Node hitNode = hitDrawable.Node;
|
|
|
|
|
+ if (hitNode.Name == "Mushroom")
|
|
|
|
|
+ {
|
|
|
|
|
+ updateBox = hitDrawable.WorldBoundingBox;
|
|
|
|
|
+ hitNode.Remove();
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ Node newNode = CreateMushroom(hitPos);
|
|
|
|
|
+ updateBox = newNode.GetComponent<StaticModel>().WorldBoundingBox;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Rebuild part of the navigation mesh, then recalculate path if applicable
|
|
|
|
|
+ NavigationMesh navMesh = scene.GetComponent<NavigationMesh>();
|
|
|
|
|
+ navMesh.Build(updateBox);
|
|
|
|
|
+ if (currentPath.Count > 0)
|
|
|
|
|
+ navMesh.FindPath(currentPath, jackNode.Position, endPos);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ Node CreateMushroom(Vector3 pos)
|
|
|
|
|
+ {
|
|
|
|
|
+ var cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
+
|
|
|
|
|
+ Node mushroomNode = scene.CreateChild("Mushroom");
|
|
|
|
|
+ mushroomNode.Position = pos;
|
|
|
|
|
+ mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
|
|
|
|
|
+ mushroomNode.SetScale(2.0f + NextRandom(0.5f));
|
|
|
|
|
+ StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
|
|
|
|
|
+ mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
|
|
|
|
|
+ mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
|
|
|
|
|
+ mushroomObject.CastShadows = true;
|
|
|
|
|
+
|
|
|
|
|
+ return mushroomNode;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ bool Raycast(float maxDistance, out Vector3 hitPos, out Drawable hitDrawable)
|
|
|
|
|
+ {
|
|
|
|
|
+ var input = GetSubsystem<Input>();
|
|
|
|
|
+
|
|
|
|
|
+ hitDrawable = null;
|
|
|
|
|
+ hitPos = new Vector3();
|
|
|
|
|
+
|
|
|
|
|
+ var graphics = GetSubsystem<Graphics>();
|
|
|
|
|
+ Camera camera = CameraNode.GetComponent<Camera>();
|
|
|
|
|
+
|
|
|
|
|
+ IntVector2 pos = input.MousePosition;
|
|
|
|
|
+ Ray cameraRay = camera.GetScreenRay((float)pos.X / graphics.Width, (float)pos.Y / graphics.Height);
|
|
|
|
|
+ RayOctreeQuery query = new RayOctreeQuery(cameraRay, RayQueryLevel.RAY_TRIANGLE, maxDistance, Constants.DRAWABLE_GEOMETRY);
|
|
|
|
|
+
|
|
|
|
|
+ // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
|
|
|
|
|
+ scene.GetComponent<Octree>().RaycastSingle(query);
|
|
|
|
|
+
|
|
|
|
|
+ if (query.Results.Count > 0)
|
|
|
|
|
+ {
|
|
|
|
|
+ var first = query.Results.First();
|
|
|
|
|
+ hitPos = first.Position;
|
|
|
|
|
+ hitDrawable = first.Drawable;
|
|
|
|
|
+ return true;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ return false;
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ void FollowPath(float timeStep)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (currentPath.Count > 0)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vector3 nextWaypoint = currentPath[0]; // NB: currentPath[0] is the next waypoint in order
|
|
|
|
|
+
|
|
|
|
|
+ // Rotate Jack toward next waypoint to reach and move. Check for not overshooting the target
|
|
|
|
|
+ float move = 5.0f * timeStep;
|
|
|
|
|
+ float distance = (jackNode.Position - nextWaypoint).Length;
|
|
|
|
|
+ if (move > distance)
|
|
|
|
|
+ move = distance;
|
|
|
|
|
+
|
|
|
|
|
+ jackNode.LookAt(nextWaypoint, Vector3.UnitY, TransformSpace.TS_WORLD);
|
|
|
|
|
+ jackNode.Translate(Vector3.UnitZ * move, TransformSpace.TS_LOCAL);
|
|
|
|
|
+
|
|
|
|
|
+ // Remove waypoint if reached it
|
|
|
|
|
+ if (distance < 0.1f)
|
|
|
|
|
+ currentPath.RemoveAt(0);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+}
|