#Hey, I'm having trouble getting my head
1 messages · Page 1 of 1 (latest)
using UnityEngine;
[System.Serializable]
public class Waypoints {
public Transform[] points;
}```
public int waypointIndex = 0;
public static Transform points;
private Transform[] pointsToCalculate;
// Calculating the length of the path
public static float totalLength = 0;
public int counter, calculatePath = 0;
void Start ()
{
counter = waypoint.Length;
StartCoroutine(CalculateWaypoints());
//PathLength();
}
IEnumerator CalculateWaypoints()
{
Waypoints waypoints = waypoint[waypointIndex];
for (int i = 0; i < counter; i++)
{
WayPoints();
}
}```
I worked on this a lot while I was tired so I'm not even sure what state this is in
The various path from this will be used by the enemy class
{
if(enemy.enemySpawn != null)
{
//spawnPoint = enemy.enemySpawn;
}
else
{
spawnPoint = defaultSpawnPoint;
}
Refactor(enemy);
yield return new WaitForSeconds(1.0f / enemy.enemyRate);
}```
your code does not make it very clear what exactly you are trying to achieve. please actually explain what you are trying to do
It's a TD game, I had a class called "Wavespawner" which I'm now trying to edit to include multiple paths i maay create... but I don't want to have to edit all my movement scripts... so I'm hoping to feed "Spawnpoint & child elements" which is the path it will follow
I calculate the length of the path to use elsewhere in my code
I'm just confused at how I reference waypoint[i] to create "pathOne" > [i]...
yeah that isn't really making it any clearer