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Question by kimbangud213 · Mar 14, 2020 at 12:59 PM · raycastingwaypoints

move to a list of waypoints with raycast

so i have this player that is selected, and i would like to move it to a loop of waypoints in order or path, and pause to a current waypoint's transform or collider that i clicked else continue as i clicked on another waypoints transform ?any ideas guys..

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class WaypointsClick : MonoBehaviour
 {
     NavMeshAgent nm;
 
     
     public Transform[] Waypoints;
     public int cur_loc = 0;
     public float stop_distance;
     public bool go = false;
     
     
 
     void Start()
     {
         nm = GetComponent<NavMeshAgent>();
         nm.stoppingDistance = stop_distance;
     }
 
     void Update()
     {
         
         if (Input.GetMouseButton(0))
         {
             RaycastHit hit;
 
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 
             if (Physics.Raycast(ray, out hit, Mathf.Infinity))
             {
                 
                 if (hit.transform != null)
                 {
                     Collider myBox;
                     if (myBox = hit.collider.transform.GetComponent<BoxCollider>())
                     {
                         go = true;
                     }
 
                 }
                                
             }
             Debug.DrawLine(transform.position, hit.transform.position);
         }
 
         if (go)
         {
             float dist = Vector3.Distance(transform.position, Waypoints[cur_loc].position);
             transform.LookAt(Waypoints[cur_loc].transform);
 
             if (dist < stop_distance) 
             {
                 cur_loc += 1;
             }
             if (cur_loc == Waypoints.Length)
             {
                 cur_loc = 0;
             }
             if (cur_loc == 0)
             {
                 nm.SetDestination(Waypoints[0].position);
             }
             if (cur_loc == 1)
             {
                 nm.SetDestination(Waypoints[1].position);
             }
             if (cur_loc == 2)
             {
                 nm.SetDestination(Waypoints[2].position);
             }
 
         }
         
     }
     
 }
 
 
 





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