Fixed a few vector wall bugs

dev-hazim
Hazim Bin Ijaz 2 weeks ago
parent e2a3170fa6
commit a54ff1a6df

@ -19,7 +19,7 @@ MonoBehaviour:
abilityDuration: 5 abilityDuration: 5
abilityCooldownTime: 3 abilityCooldownTime: 3
prefab: {fileID: 9694722736535169, guid: 9b94ed8895919e84aa669628b0761eaf, type: 3} prefab: {fileID: 9694722736535169, guid: 9b94ed8895919e84aa669628b0761eaf, type: 3}
wallLength: 5 wallLength: 7
wallWidth: 0.5 wallWidth: 0.5
wallHeight: 1 wallHeight: 1
scaleUpDuration: 1 scaleUpDuration: 1

@ -119,9 +119,9 @@ NavMeshObstacle:
serializedVersion: 3 serializedVersion: 3
m_Shape: 1 m_Shape: 1
m_Extents: {x: 0.5, y: 0.5, z: 0.5} m_Extents: {x: 0.5, y: 0.5, z: 0.5}
m_MoveThreshold: 0.1 m_MoveThreshold: 0.01
m_Carve: 1 m_Carve: 1
m_CarveOnlyStationary: 1 m_CarveOnlyStationary: 0
m_Center: {x: 0, y: 0, z: 0} m_Center: {x: 0, y: 0, z: 0}
m_TimeToStationary: 0.5 m_TimeToStationary: 0.5
--- !u!114 &5807442085122568602 --- !u!114 &5807442085122568602

@ -31,6 +31,15 @@ public class VectorFencePrefab : NetworkBehaviour
private IEnumerator ScaleUp() private IEnumerator ScaleUp()
{ {
if (navMeshObstacle != null)
{
navMeshObstacle.enabled = true;
navMeshObstacle.carving = true;
navMeshObstacle.carveOnlyStationary = false;
navMeshObstacle.carvingMoveThreshold = 0.01f;
navMeshObstacle.center = Vector3.zero; // Adjust center if needed
navMeshObstacle.shape = NavMeshObstacleShape.Box;
}
float elapsedTime = 0f; float elapsedTime = 0f;
Vector3 originalScale = transform.localScale; Vector3 originalScale = transform.localScale;
Vector3 targetScale = new Vector3(Ability.wallLength, Ability.wallHeight, Ability.wallWidth); // Target full height scale Vector3 targetScale = new Vector3(Ability.wallLength, Ability.wallHeight, Ability.wallWidth); // Target full height scale
@ -44,14 +53,7 @@ public class VectorFencePrefab : NetworkBehaviour
transform.localScale = targetScale; transform.localScale = targetScale;
// Enable the NavMeshObstacle after scaling is complete
if (navMeshObstacle != null)
{
navMeshObstacle.enabled = true;
navMeshObstacle.carving = true;
navMeshObstacle.center = Vector3.zero; // Adjust center if needed
navMeshObstacle.shape = NavMeshObstacleShape.Box;
}
} }
private IEnumerator DestroyAfterLifetime() private IEnumerator DestroyAfterLifetime()

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