Lo que vamos a hacer, es que nuestro personaje se mueva con los dados.
Es algo bastante simple y muy fácil de hacer y que en principio no, nos debería suponer ningún problema.
Vamos a crear un Canvas y un botón al que voy a llamar imagen.
using System.Collections; using System.Collections.Generic; using UnityEngine; public class waypoint : MonoBehaviour { Transform[] lista; public List<Transform> Puesto = new List<Transform>(); // Update is called once per frame void Update() { Puesto.Clear(); lista = GetComponentsInChildren<Transform>(); foreach (Transform child in lista) { if (child != this.transform) { Puesto.Add(child); } } }
Ya tendriamos nuestro Script. así quedaria
Ahora vamos al coche amarillo y le creamos el siguiente Script
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class cocheanivel3 : MonoBehaviour { public waypoint Rott;// el Script que anteriormente hemos creado public Image ObjectwithImage; public Sprite[] images; public Text Resultado; public int num; int rpposicion; bool movimie; /// aquí pondriamos nuestras imagenes // Start is called before the first frame update void Start() { Resultado.text = ""; } // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Q) && !movimie) { num = Random.Range(0, images.Length); Resultado.text = " " + images[num]; ObjectwithImage.sprite = images[num]; Debug.Log("Resul " + images[num]); if (rpposicion + num < Rott.Puesto.Count) { StartCoroutine(Move()); } else { } } } IEnumerator Move() { if (movimie) { yield break; } movimie = true; while (num > -1) { Vector3 nextPos = Rott.Puesto[rpposicion + 0].position; while (MoveToNexNode(nextPos)) { yield return null; } yield return new WaitForSeconds(0.1f); num--; rpposicion++; } movimie = false; } bool MoveToNexNode(Vector3 goal) { return goal != (transform.position = Vector3.MoveTowards(transform.position, goal, 2f * Time.deltaTime)); } void OnTriggerEnter(Collider other) { } }
Y ya tendríamos el del coche amarillo
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