private void FormationTriangle()
{
newpositions = new List<Vector3>();
for (int x = 0; x < squadMembers.Count; x++)
{
for (int y = x; y < 2 * (squadMembers.Count - x) - 1; y++)
{
Vector3 position = new Vector3(x, y);
newpositions.Add(position);
}
}
move = true;
formation = Formation.Square;
}
The loops are wrong. It put the squadMembers in one line one above the other. Not even close to a triangle shape. I want the squadMembers to stand in a triangle shape.
This is the moving part: But the problem is with the loops calculating the triangle shape positions. Other formations I did are working fine.
private void MoveToNextFormation()
{
if (randomSpeed == false)
{
if (step.Length > 0)
step[0] = moveSpeed * Time.deltaTime;
}
for (int i = 0; i < squadMembers.Count; i++)
{
squadMembers[i].transform.LookAt(newpositions[i]);
if (randomSpeed == true)
{
squadMembers[i].transform.position = Vector3.MoveTowards(
squadMembers[i].transform.position, newpositions[i], step[i]);
}
else
{
squadMembers[i].transform.position = Vector3.MoveTowards(
squadMembers[i].transform.position, newpositions[i], step[0]);
}
if (Vector3.Distance(squadMembers[i].transform.position, newpositions[i]) <
threshold)
{
if (squareFormation == true)
{
Vector3 degrees = new Vector3(0, 0, 0);
Quaternion quaternion = Quaternion.Euler(degrees);
squadMembers[i].transform.rotation = Quaternion.Slerp(
squadMembers[i].transform.rotation, quaternion,
rotateSpeed * Time.deltaTime);
}
else
{
squadMembers[i].transform.rotation = Quaternion.Slerp(
squadMembers[i].transform.rotation, quaternions[i],
rotateSpeed * Time.deltaTime);
}
}
}
}