private void setEnemies() { for (int i = 0; i < enemies.Count; i++) { Enemy_map newen = enemies[i]; GameObject en = GameObject.Instantiate(enemy); //en.transform.SetParent(mapobj.transform); en.transform.Translate(new Vector2(start_x + newen.x * w, start_y + newen.y * h)); map[newen.x, newen.y].ch = 2; } }
private void move() { if (des_x - pre_x > 0.01) { p_sprite.flipX = false; } else if (des_x - pre_x < -0.01) { p_sprite.flipX = true; } Debug.Log("moving " + progress + " / " + dist); progress += Time.deltaTime * walkingSpeed; if (progress >= dist) { anim = false; if (path.Count == 0) { player.transform.Translate(new Vector2(des_x, des_y) - new Vector2(player.transform.position.x, player.transform.position.y)); } int enc = checkEncounter(); if (enc != -1) { metEnemy = true; encounterButton.SetActive(true); encounter = enemies[enc]; enemies.RemoveAt(enc); } } else { float po_x = ((dist - progress) * pre_x + progress * des_x) / dist; float po_y = ((dist - progress) * pre_y + progress * des_y) / dist; player.transform.Translate(new Vector2(po_x, po_y) - new Vector2(player.transform.position.x, player.transform.position.y)); } syncCamera(); }