using System.Collections; using System.Collections.Generic; using UnityEngine; public class NPCimproved : MonoBehaviour { public Animator animator; public GameObject npcPrefab; public AudioSource audio; private bool walking = true; Vector3 rotation; private void Start() { rotation = transform.right; } void Update() { // if (walking) // { // npcPrefab.transform.position += new Vector3(0,0,0.005f); // npcPrefab.transform.position += transform.forward * Time.deltaTime; // npcPrefab.transform.position = new Vector3(npcPrefab.transform.position.x, 0, npcPrefab.transform.position.z); // } //animator.SetBool("IsTurning", false); } private void FixedUpdate() { if (walking) { npcPrefab.transform.position += rotation * 0.07f; npcPrefab.transform.position = new Vector3(npcPrefab.transform.position.x, 0, npcPrefab.transform.position.z); } } // Disabels the animation controller, to simulate getting hit by car void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "Player") { if (walking) { audio.Play(); animator.runtimeAnimatorController = Resources.Load("m_Controller") as RuntimeAnimatorController; walking = false; } } if (col.gameObject.tag == "Wall") { rotation = Quaternion.AngleAxis(120, Vector3.up) * rotation; npcPrefab.transform.eulerAngles += new Vector3(0,120,0); } } }