using System.Collections; using System.Collections.Generic; using Unity.Mathematics; using UnityEngine; public class MoveFollow : MonoBehaviour { public float speed; public Transform path; Transform[] pathPoints; int index; Vector3 mouseDir; void Start() { pathPoints = path.GetComponentsInChildren(); pathPoints[0] = transform; } void Update() { if(Vector3.Distance(transform.position, pathPoints[index].position) < 1f) { ++index; if(index >= pathPoints.Length) { index = 0; } } transform.Translate((pathPoints[index].position - transform.position) * Time.deltaTime * speed); if(Input.GetMouseButton(1)) { mouseDir.x -= Input.GetAxis("Mouse Y") * Time.deltaTime * 800; mouseDir.y += Input.GetAxis("Mouse X") * Time.deltaTime * 800; Camera.main.transform.localRotation = Quaternion.Euler(mouseDir); } } }