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Question by Khavongsa · Oct 15, 2016 at 06:20 AM · movementcharacterwaypoint systemdice

Cant move character to waypoint on dice roll

This is my first question ever as im new to unity. All my scripts are C#. Im currently making a 3d board game with player movement like Mario party where you roll the dice and player 1 moves. I have way point script set up called Pathfollower which is assigned to my main character. The way point works automatically when game runs, the player will move to 12 points I have currently created in world space

So I made a dice script to grab a random.range(1,13) on mousedown (I wanted on mobile touchdown but don't know how to do that). What im trying to achieve currently is if a number between 1-12 is rolled then play my waypoint function. my DiceObject prefab is instantiated.

Then what I want is when the number rolled reaches zero. stop character on way point. but I havnt scripted this far because I cant even move my player. Please help.

This is the Dice script

using UnityEngine; using System.Collections;

public class Dice : MonoBehaviour {

 public int NumberOfMoves;
 public bool PlayerRolled = false;
 
    public void Update()
 {
     if (Input.GetMouseButtonDown(0) &&PlayerRolled == false)
     {
         NumberOfMoves = Random.Range(1, 13);
         print(NumberOfMoves);

         PlayerRolled = true;      
     }
 }

}

This is my pathfollower script

using UnityEngine; using System.Collections;

public class PathFollower : MonoBehaviour {

 public Transform[] path;
 public float speed = 3.0f;
 public float reachDistance = 1.0f;
 public int currentPoint = 0;
 public GameObject diceObjectPrefab;

 void Update () {

    Dice dicescript = diceObjectPrefab.GetComponent<Dice>();

     if (dicescript.NumberOfMoves >= 1)
     {
         MovePlayer();

     }
 }
     
 void MovePlayer () {
     
     Vector3 dir = path[currentPoint].position - transform.position;
     transform.position += dir * Time.deltaTime * speed;

         if (dir.magnitude <= reachDistance)
         {
             currentPoint++;
         }
         if (currentPoint >= path.Length)
         {
             currentPoint = 0;         
     }
 }
 void OnDrawGizmos() {
     if(path.Length >0)
     for (int i = 0; i<path.Length; i++)
     {
         if (path[i] != null)
         {
             Gizmos.DrawWireSphere(path[i].position, reachDistance);
         }
     }
 }

}

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avatar image Khavongsa · Oct 16, 2016 at 11:49 AM 0
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Can anybody answer this? or point me in the right direction?

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