Finding the angle of a fleeing dodo
I want my critter AI to run directly away from the player when the player kicks it, and I don't know the math nor the syntax to calculate that angle. They are two characters moving independently through worldspace.
Here is what I got so far:
waypoint = (fleeWP.transform.position);
transform.LookAt(Vector3(waypoint.x, transform.position.y, waypoint.z));
transform.Translate (Vector3.forward * speed * Time.deltaTime);
This currently makes the critter move towards the waypoint, rather than away. I might be开发者_StackOverflow中文版 attacking this all wrong. Please chastise me.
Just invert the translation:
transform.Translate (Vector3.forward * speed * Time.deltaTime * -1);
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