Sure, it makes a lot of sense.
Thanks for your attention.
Sorry about the new thread, I don't usually use forums and I thought maybe reviving an old thread was frowned upon.
I put the question here:
"I would like to know if you have finally decided to move" StartPoint "to a separate internal value to keep the value assigned in the inspector on the next update.
I think it would be something very very useful. "
I would like to know if you have finally decided to move "StartPoint" to a separate internal value to keep the value assigned in the inspector on the next update.
I think it would be something very very useful.
Thanks in advance :)
thanks for your answer. Unfortunately I already tried to do this before posting on the forum and it doesn't work.
I am going to explain a bit what I am trying to do, to make it clearer.
I'm working on a horizontal shot em up prototype, and my idea is to use the Simple Waypoint System to make the movement of some enemies, which are usually groups of enemies that go in a row following a pre-established path.
As in these types of games there are usually many enemies that appear and die constantly, I have thought about putting the enemies in an ObjectPool.
So when the player destroys an enemy, it is disabled and re-enabled later. This is why I need to make that in the OnEnable method they can start the route again at the same starting point.
I have a little problem with the StartMove method.
I have a Bezier route and 4 gameobjects with the startpoint set to 0, 2, 4 and 6 respectively so that they start one behind the other.
The problem is that I need to deactivate the objects and when I activate them again later, they start again from the startpoint they had assigning.
For this I have tried to use the StartMove method in OnEnable, the problem is that when doing so all the startPoints become 0.
Is there a way to make them always start at the startPoint they are assigned in the inspector?
I'm using google translate, sorry if it's hard to understand.