Hi,
How would I be able to draw a path using seeker tag penalties? I have tried this:
CombatPath = ABPath.Construct (transform.position, hit [0].point, DrawPath);
and then DrawPath has a loop like this:
for (int i = 1; i < path.vectorPath.Count; i++) {
GameObject pathPoint = Instantiate (MovePointPrefab, path.vectorPath [i], Quaternion.identity);
SpriteRenderer spriteRenderer = pathPoint.GetComponent<SpriteRenderer> ();
Color color = Color.green;
if (i > characterMovement.MovementPoints) {
color = Color.red;
}
spriteRenderer.color = color;
movePointPrefabs.Add (pathPoint);
}
But it’s just a basic path and doesn’t care about tag penalties. If I use seeker.StartPath (CombatPath, DrawPath);
the AIPath starts moving down the path instantly. I don’t want the AI to use this path.
Using GraphUpdateScene Penalty Delta
values works with this, but I’d rather use tags.