using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class AISearchRoutine { public List unsearchedNodes = new List(); public GameObject currentTargetNode; public GameObject nextTargetNode; public bool waitingForTargetNode; public bool choseTargetNode; public Vector3 currentSearchStartPosition; public bool loopSearch = true; public int timesFinishingSearch; public int nodesEliminatedInCurrentSearch; public bool inProgress; public bool calculatingNodeInSearch; [Space(5f)] public float searchWidth = 200f; public float searchPrecision = 5f; public bool randomized; public float GetCurrentDistanceOfSearch() { return Vector3.Distance(currentSearchStartPosition, currentTargetNode.transform.position); } }