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using UnityEngine;
namespace Pathfinding.Examples {
/// <summary>Helper script in the example scene 'Turn Based'</summary>
[RequireComponent(typeof(Animator))]
[HelpURL("https://arongranberg.com/astar/documentation/stable/hexagontrigger.html")]
public class HexagonTrigger : MonoBehaviour {
Animator anim;
bool visible;
void Awake () {
anim = GetComponent<Animator>();
}
/// <summary>[OnTriggerEnter]</summary>
void OnTriggerEnter (Collider coll) {
var unit = coll.GetComponentInParent<TurnBasedAI>();
var node = AstarPath.active.GetNearest(transform.position).node;
// Check if it is an agent and the agent is headed for this node
if (unit != null && unit.targetNode == node) {
visible = true;
anim.CrossFade("show", 0.1f);
}
}
/// <summary>[OnTriggerEnter]</summary>
void OnTriggerExit (Collider coll) {
if (coll.GetComponentInParent<TurnBasedAI>() != null && visible) {
anim.CrossFade("hide", 0.1f);
}
}
}
}
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