Robber planner#28
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Completed Robber Spawn and Destination creation
Merging main into car_ai
| public Transform CustomDestination; | ||
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| protected Transform CustomDestination; | ||
| public GameObject destinationPrefab; |
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Please note where custom destinations are expected to be coming from.
| // protected DestinationPlanner planner; | ||
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| protected string endpoint; | ||
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Please note intended use case for Awake()
I can only really guess that it's a function that sets it to be able to move, but why is it turned off to begin with?
| move = true; | ||
| CustomDestination = Instantiate(destinationPrefab).transform; | ||
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| // CustomDestination = Instantiate(destinationPrefab, Vector3.zero, Quaternion.identity).transform; |
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Please remove commented out code if it serves no function, and if it serves function, please note as such what the function is if it's not obvious like a debug.log.
| protected CopDestinationPlanner planner; | ||
| Rigidbody rigidbody; | ||
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| private string endpoint = "cop"; |
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Is this variable used? it doesn't look like it?
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| /* | ||
| This function returns the Vector3 position of the current robber vehicle |
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Wait, is this comment correct? The function implementation and the function name seem to imply it's getting where the robber is going?
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| Vector3 GetFurthestNavMeshPoint(Vector3 startPos, float maxDist) |
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If this is directly attached to the robber and the robber is the only one to use this function, why have startPos and not just code in this.transform.position?
| [SerializeField] private GameObject copCarPrefab; | ||
| [SerializeField] private GameObject[] carModelPrefabChoices; | ||
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| private void Start() { |
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Note that this, from my understanding, ensures there's exactly one object running BIntersectionManager
vpham1897
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There's a bunch of bits that should be deleted (namely use of comments to delete old code) and comments regarding helpful information I'd like, but overall looks good.
Merge changes from main into robberPlanner branch
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