using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class test : MonoBehaviour
{
NavMeshAgent m_Agent;
RaycastHit m_HitInfo = new RaycastHit();
public LineRenderer _lineRenderer;
void Start()
{ m_Agent = GetComponent<NavMeshAgent>(); }
void Update()
{
if (Mathf.Abs(m_Agent.remainingDistance) < 1.5f)
{
_lineRenderer.positionCount = 0;
_lineRenderer.gameObject.SetActive(false);
}
if (_lineRenderer.gameObject.activeInHierarchy)
{
Vector3[] _path = m_Agent.path.corners;//储存路径
var path = _path;
_lineRenderer.positionCount= _path.Length;//设置线段数
for (int i = 0; i < _path.Length; i++)
{
Debug.Log(i + "= " + _path[i]);
_lineRenderer.SetPosition(i, _path[i]);//设置线段顶点坐标
}
}
if (Input.GetMouseButtonDown(0) && !Input.GetKey(KeyCode.LeftShift))
{
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo))
{
m_Agent.destination = m_HitInfo.point;
//m_Agent.Stop();
_lineRenderer.gameObject.SetActive(true);
}
}
}
}