using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour
{
public GameObject pre;
public GameObject obj;
public GameObject node;//记录最近点
public GameObject sf ;//self
private Vector3 v;
private float time;
public GameObject[] gos;
//最近的物体
private GameObject closeobj;
private float distance=Mathf.Infinity;
void Start ()
{
position=sf.transform.position;
StartCoroutine(createAnt());
if(Time.time>=10f)
StartCoroutine(calculate());
}
IEnumerator createAnt ()
{
InvokeRepeating("initAnt",1f,0.5f);
yield return new WaitForSeconds(0);
}
IEnumerator calculate()
{
node=calNearNote();
node.AddComponent("distance");
//node.GetComponent("distance").
}
void initAnt()
{
Debug.Log("dodo");
v=new Vector3(Random.Range(0f,640f),Random.Range(0f,960f),0f);
//obj=Instantiate(pre,v,Random.rotation);
}
// 找到最近的点
GameObject calNearNote()
{
gos=GameObject.FindGameObjectsWithTag("enemy");
foreach(GameObject go in gos)
{
float curDistance=(go.transform.position-position).sqrMagnitude;
if(curDistance<distance)
{
closeobj=go;
distance=curDistance;
}
}
return closeobj;
}
}