add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,68 @@
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using System.Collections;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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[CanEditMultipleObjects]
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[CustomEditor (typeof(manageAITarget))]
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public class manageAITargetEditor : Editor
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{
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manageAITarget manager;
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float visionRange;
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Vector3 rangePosition;
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string text;
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Transform mainTransform;
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void OnEnable ()
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{
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manager = (manageAITarget)target;
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}
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void OnSceneGUI ()
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{
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if (manager.showGizmo) {
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Handles.color = Color.white;
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mainTransform = manager.transform;
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rangePosition = mainTransform.position + mainTransform.up * 2;
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visionRange = manager.visionRange;
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//Handles.DrawWireArc (rangePosition, -manager.transform.up, manager.transform.right, visionRange, 2);
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Handles.DrawWireArc (rangePosition, mainTransform.up, mainTransform.forward, (visionRange / 2), 2);
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Handles.DrawWireArc (rangePosition, -mainTransform.up, mainTransform.forward, (visionRange / 2), 2);
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Vector3 viewAngleA = DirFromAngle (-visionRange / 2);
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Vector3 viewAngleB = DirFromAngle (visionRange / 2);
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Handles.DrawLine (rangePosition, rangePosition + viewAngleA * 2);
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Handles.DrawLine (rangePosition, rangePosition + viewAngleB * 2);
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string text = "Vision Range " + visionRange;
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Handles.color = Color.red;
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Handles.Label (rangePosition, text);
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}
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}
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public override void OnInspectorGUI ()
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{
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DrawDefaultInspector ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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}
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public Vector3 DirFromAngle (float angleInDegrees)
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{
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angleInDegrees += manager.transform.eulerAngles.y;
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return new Vector3 (Mathf.Sin (angleInDegrees * Mathf.Deg2Rad), 0, Mathf.Cos (angleInDegrees * Mathf.Deg2Rad));
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}
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}
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#endif
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