ClickedPointsMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ClickedPointsMovement : MonoBehaviour
{
public float speed = 15;
Queue<Vector3> targetPointsQueue = new Queue<Vector3>();
RaycastHit hit;
Camera mainCam;
Coroutine _MoveCR;
int layerMask;
void Awake()
{
mainCam = Camera.main;
layerMask = LayerMask.GetMask("Ground");
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
if (Physics.Raycast(mainCam.ScreenPointToRay(Input.mousePosition), out hit, 100, layerMask))
{
targetPointsQueue.Enqueue(hit.point);
if (_MoveCR == null)
{
_MoveCR = StartCoroutine(MoveThroughPoints(targetPointsQueue));
}
}
}
}
IEnumerator MoveThroughPoints(Queue<Vector3> points)
{
while (points.Count > 0)
{
Vector3 targetPoint = points.Dequeue();
targetPoint = new Vector3(targetPoint.x, transform.position.y, targetPoint.z);
while (Vector3.Distance(transform.position, targetPoint) > 0.01f)
{
transform.position = Vector3.MoveTowards(transform.position, targetPoint, speed * Time.deltaTime);
yield return null;
}
}
_MoveCR = null;
}
}