#pragma strict
var agents : NavMeshAgent[];
var g:Transform;
var c:Vector3 = Vector3(0,0,0) ;
var t:float;
var ran :float = 0;
function Start () {
agents = FindObjectsOfType(NavMeshAgent) as NavMeshAgent[];;
t = Time.time;
}
function Update () {
c = g.position;
var X:float;
var Y:float;
var Z:float;
if(Time.time > (t+5)){
ran = Random.Range(0,50);
t = Time.time;
}
for(var i=1;i<=agents.Length;i++){
X = c.x + Mathf.Cos(36*i*Mathf.Deg2Rad + ran)*3;
Z = c.z + Mathf.Sin(36*i*Mathf.Deg2Rad + ran)*3;
Y = c.y;
print(X);
agents[(i-1)].SetDestination(Vector3(X,Y,Z));
}
}
#pragma strict
var agents : NavMeshAgent[];
var g:Transform;//英雄
var c:Vector3 = Vector3(0,0,0) ;
var t:float;
var ran :float = 0;
var r:float = 0;
function Start () {
agents = FindObjectsOfType(NavMeshAgent) as NavMeshAgent[];;
t = Time.time;
}
function Update () {
c = g.position;
var X:float;
var Y:float;
var Z:float;
if(Time.time > (t+5)){
ran = Random.Range(0,50);
t = Time.time;
}
for(var i=1;i<=agents.Length;i++){
if(agents[(i-1)].tag == "Player")
r = 10;
else
r = 2;
//var dis = Vector3.Distance(agents[(i-1)].transform.position,g.position);
//if(dis> r){
agents[(i-1)].Resume();
X = c.x + Mathf.Cos(36*i*Mathf.Deg2Rad + ran)*r;
Z = c.z + Mathf.Sin(36*i*Mathf.Deg2Rad + ran)*r;
Y = c.y;
print(X);
agents[(i-1)].SetDestination(Vector3(X,Y,Z));
//}else{
// agents[(i-1)].Stop(true);
//}
}
}