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- void Update()
- {
- flock.Clear();
- flock.AddRange(Physics.OverlapSphere(transform.position, radioFlock, 1 << 8));
- flock.Remove(GetComponent<Collider>());
- _vectLider = CalcularLider() * escLider;
- dir = _vectLider;
- transform.forward = Vector3.Slerp(transform.forward, dir, rotSpeed * Time.deltaTime);
- float dist = Vector3.Distance(leader.position, transform.position);
- if (dist >= leaderRadius)
- {
- transform.position += transform.forward * speed * Time.deltaTime;
- }
- else
- {
- transform.position += transform.forward * speed * dist / leaderRadius * Time.deltaTime;
- }
- }
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