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https://github.com/GTA-ASM/SanAndreasUnity
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use doubletime
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parent
482842a259
commit
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2 changed files with 4 additions and 4 deletions
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@ -8,14 +8,14 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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public PathNode? currentNode;
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public PathNode? currentNode;
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public PathNode? destinationNode;
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public PathNode? destinationNode;
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public Vector3 moveDestination;
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public Vector3 moveDestination;
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public float timeWhenAttemptedToFindClosestNode = 0f;
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public double timeWhenAttemptedToFindClosestNode = 0;
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public void Cleanup()
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public void Cleanup()
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{
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{
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this.currentNode = null;
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this.currentNode = null;
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this.destinationNode = null;
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this.destinationNode = null;
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this.moveDestination = Vector3.zero;
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this.moveDestination = Vector3.zero;
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this.timeWhenAttemptedToFindClosestNode = 0f;
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this.timeWhenAttemptedToFindClosestNode = 0;
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}
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}
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}
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}
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}
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}
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@ -136,10 +136,10 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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public static void FindClosestWalkableNode(PathMovementData pathMovementData, Vector3 position)
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public static void FindClosestWalkableNode(PathMovementData pathMovementData, Vector3 position)
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{
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{
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if (Time.time - pathMovementData.timeWhenAttemptedToFindClosestNode < 2f) // don't attempt to find it every frame
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if (Time.timeAsDouble - pathMovementData.timeWhenAttemptedToFindClosestNode < 2f) // don't attempt to find it every frame
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return;
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return;
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pathMovementData.timeWhenAttemptedToFindClosestNode = Time.time;
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pathMovementData.timeWhenAttemptedToFindClosestNode = Time.timeAsDouble;
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var closestPathNodeToWalk = PedAI.GetClosestPathNodeToWalk(position);
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var closestPathNodeToWalk = PedAI.GetClosestPathNodeToWalk(position);
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if (null == closestPathNodeToWalk)
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if (null == closestPathNodeToWalk)
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