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// Âоݤ¬»ë³¦¤ËÆþ¤Ã¤¿¾ì¹ç(µ÷Î¥¤¬¶á¤¤¾ì¹ç)
if (distanceToPlayer <= sightRange)
{
// ÂоݤΰÌÃÖ¤ò°ÜưÌÜɸÃÏÅÀ¤ËÀßÄê
// Update ¥á¥½¥Ã¥ÉÆâ¤Ç¼Â¹Ô¤·¤Æ¤¤¤ë¤Î¤Ç¡¢Âоݤ¬°Üư¤¹¤ë¤È¡¢ÌÜɸÃÏÅÀ¤â¹¹¿·¤µ¤ì¤ë¤Î¤ÇÄÉÀפ¹¤ë
agent.SetDestination(targetPosition);
// Position Z ¤¬ 0 °Ê³°¤Ë¤Ê¤Ã¤Æ²èÌ̤«¤é¸«¤¨¤Ê¤¯¤Ê¤ë¾ì¹ç¤Ë¤ÏÀ©¸æ¤¹¤ë
Vector3 nextPos = new(transform.position.x, transform.position.y, 0);
transform.position = nextPos;
}
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if(agent.pathStatus != NavMeshPathStatus.PathInvalid) {
// ¤³¤ÎÃæ¤Ç SetDestination ¤¹¤ë
}
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if (NavMesh.SamplePosition(transform.position, out NavMeshHit hit, 1.0f,NavMesh.AllAreas))
{
// °ÌÃÖ¤ò Bake ¥¨¥ê¥¢Æâ¤ËÊäÀµ¤¹¤ë
transform.position = hit.position;
}
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NavMesh.SamplePosition
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private void Update()
{
// NavMeshAgent ¤¬¼èÆÀ¤Ç¤¤Ê¤¤¡¢¤¢¤ë¤¤¤Ï°ÜưÀè¤ÎÂоݤ¬ÀßÄꤵ¤ì¤Æ¤¤¤Ê¤¤¾ì¹ç
if (!agent || !target)
{
// ½èÍý¤ò¹Ô¤ï¤Ê¤¤(¥¨¥é¡¼¤¬½Ð¤Æ¤·¤Þ¤¦¤¿¤á)
return;
}
// ¤³¤Î¥ª¥Ö¥¸¥§¥¯¥È¤È°ÜưÀè¤ÎÂоݤޤǤε÷Î¥¤ò·×»»
Vector3 targetPosition = new Vector3(target.position.x, transform.position.y, target.position.z);
float distanceToPlayer = Vector3.Distance(transform.position, targetPosition);
// ¤É¤Î°ÌÎ¥¤ì¤Æ¤¤¤ë¤«¤òɽ¼¨
Debug.Log("ÂоݤޤǤε÷Î¥ : " + distanceToPlayer);
if (isChasing)
{
// Âоݤ¬»ë³¦¤ËÆþ¤Ã¤¿¾ì¹ç(µ÷Î¥¤¬¶á¤¤¾ì¹ç)
if (distanceToPlayer <= sightRange)
{
// ÂоݤΰÌÃÖ¤ò°ÜưÌÜɸÃÏÅÀ¤ËÀßÄê
// Update ¥á¥½¥Ã¥ÉÆâ¤Ç¼Â¹Ô¤·¤Æ¤¤¤ë¤Î¤Ç¡¢Âоݤ¬°Üư¤¹¤ë¤È¡¢ÌÜɸÃÏÅÀ¤â¹¹¿·¤µ¤ì¤ë¤Î¤ÇÄÉÀפ¹¤ë
agent.SetDestination(targetPosition);
}
else
{
// Âоݤ¬»ë³¦³°¤Î¾ì¹ç(µ÷Î¥¤¬±ó¤¤¾ì¹ç)¡¢¥¹¥¿¡¼¥ÈÃÏÅÀ¤ËÌá¤ë
agent.SetDestination(originalDestination);
}
}
else
{
// ÄÉÀ×Ãæ¤Ç¤Ï¤Ê¤¤¾ì¹ç¡¢°Üư¤òÄä»ß¤¹¤ë
agent.ResetPath();
}
}
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