包围Action

#pragma strict
var agents : NavMeshAgent[];
var g:Transform;
var c:Vector3 = Vector3(0,0,0) ;
var t:float;
var ran :float = 0;
function Start () {
   agents = FindObjectsOfType(NavMeshAgent) as NavMeshAgent[];;
   t = Time.time;
}

function Update () {
   c = g.position;
   var X:float;
   var Y:float;
   var Z:float;

   if(Time.time > (t+5)){
     ran = Random.Range(0,50);
     t = Time.time;
   }
   
   for(var i=1;i<=agents.Length;i++){
      X = c.x + Mathf.Cos(36*i*Mathf.Deg2Rad + ran)*3;
      Z = c.z + Mathf.Sin(36*i*Mathf.Deg2Rad + ran)*3;
      Y = c.y;
      print(X);
      agents[(i-1)].SetDestination(Vector3(X,Y,Z));
   }
}

 

 

#pragma strict
var agents : NavMeshAgent[];
var g:Transform;//英雄
var c:Vector3 = Vector3(0,0,0) ;
var t:float;
var ran :float = 0;
var r:float = 0;
function Start () {
   agents = FindObjectsOfType(NavMeshAgent) as NavMeshAgent[];;
   t = Time.time;
}

function Update () {
   c = g.position;
   var X:float;
   var Y:float;
   var Z:float;

   if(Time.time > (t+5)){
     ran = Random.Range(0,50);
     t = Time.time;
   }
   
   for(var i=1;i<=agents.Length;i++){
   
      if(agents[(i-1)].tag == "Player")
       r = 10;
      else 
       r = 2;
      
      //var dis = Vector3.Distance(agents[(i-1)].transform.position,g.position);
      //if(dis> r){
           agents[(i-1)].Resume();
           X = c.x + Mathf.Cos(36*i*Mathf.Deg2Rad + ran)*r;
           Z = c.z + Mathf.Sin(36*i*Mathf.Deg2Rad + ran)*r;
           Y = c.y;
           print(X);
           agents[(i-1)].SetDestination(Vector3(X,Y,Z));
      //}else{
         // agents[(i-1)].Stop(true);
      //}
   }
}

 

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