A* Pathfinding Project  4.1.1
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
PatrolExample.cs

Simple patrol behavior.This will set the destination on the agent so that it moves through the sequence of objects in the targets array.

See Also
Pathfinding.Patrol
Version
Tested in the A* Pathfinding Project 4.1.0
using UnityEngine;
using System.Collections;
using Pathfinding;
public class PatrolExample : MonoBehaviour {
public Transform[] targets;
int index;
IAstarAI agent;
void Awake () {
agent = GetComponent<IAstarAI>();
}
void Update () {
if (targets.Length == 0) return;
bool search = false;
// Check if the agent has reached the current target.
// We must check for 'pathPending' because otherwise we might
// detect that the agent has reached the *previous* target
// because the new path has not been calculated yet.
if (agent.targetReached && !agent.pathPending) {
index = index + 1;
search = true;
}
// Wrap around to the start of the targets array if we have reached the end of it
index = index % targets.Length;
agent.destination = targets[index].position;
// Immediately calculate a path to the target.
// Note that this needs to be done after setting the destination.
if (search) agent.SearchPath();
}
}