using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class PersonMovement : MonoBehaviour { private int currentPathIndex; [SerializeField] private List pathVectorList = new List(); private const float speed = 40f; private void Awake() { } private void Update() { if (Input.GetMouseButtonDown(0)) { Pathfinding pathfinding = PathfindingSystem.instance.pathfinding; Vector3 mouseWorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector3 personPosition = GetPosition(); pathfinding.GetGrid().GetXY(mouseWorldPosition, out int endX, out int endY); pathfinding.GetGrid().GetXY(personPosition, out int startX, out int startY); List path = pathfinding.FindPath(startX, startY, endX, endY); if (path != null) { float cellSize = pathfinding.GetGrid().GetCellSize(); for (int i = 0; i < path.Count - 1; i++) { Debug.DrawLine(new Vector3(path[i].x, path[i].y) * cellSize + Vector3.one * cellSize / 2, new Vector3(path[i + 1].x, path[i + 1].y) * cellSize + Vector3.one * cellSize / 2, Color.green, 5f); } } SetTarget(mouseWorldPosition); } } void HandleMovementList() { if(pathVectorList.Count > 0) { if(GetPosition() == pathVectorList[0]) { } } } public Vector3 GetPosition() { return transform.position; } public void SetTarget(Vector3 targetTransform) { pathVectorList = Pathfinding.Instance.FindPath(GetPosition(), targetTransform); Debug.Log(pathVectorList); } }