Beispiel #1
0
    public void calculateNeighbors()
    {
        if (this.neighbors != null && this.neighbors.Length > 0)
        {
            return;
        }
        int[]      curTriangles    = parent.filter.mesh.triangles;
        List <int> neighborIndices = new List <int> ();

        for (int i = 0; i < curTriangles.Length; i++)
        {
            if (curTriangles [i] == index)
            {
                int relativePosition = i % 3;
                switch (relativePosition)
                {
                case 0:
                    if (i + 1 < curTriangles.Length && !neighborIndices.Contains(curTriangles[i + 1]))
                    {
                        neighborIndices.Add(curTriangles[i + 1]);
                    }
                    if (i + 2 < curTriangles.Length && !neighborIndices.Contains(curTriangles[i + 2]))
                    {
                        neighborIndices.Add(curTriangles[i + 2]);
                    }
                    break;

                case 1:
                    if (!neighborIndices.Contains(curTriangles[i - 1]))
                    {
                        neighborIndices.Add(curTriangles[i - 1]);
                    }
                    if (i + 1 < curTriangles.Length && !neighborIndices.Contains(curTriangles[i + 1]))
                    {
                        neighborIndices.Add(curTriangles[i + 1]);
                    }
                    break;

                case 2:
                    if (!neighborIndices.Contains(curTriangles[i - 1]))
                    {
                        neighborIndices.Add(curTriangles[i - 1]);
                    }
                    if (!neighborIndices.Contains(curTriangles[i - 2]))
                    {
                        neighborIndices.Add(curTriangles[i - 2]);
                    }
                    break;
                }
            }
        }
        neighbors = new Vertex[neighborIndices.Count];
        for (int j = 0; j < neighbors.Length; j++)
        {
            neighbors [j] = parent.getVertex(neighborIndices [j]);
        }
    }
Beispiel #2
0
 public void setPath()
 {
     path = AStar.FindPath(sphere.getVertex(sphere.findIndexOfNearest(transform.position)), targetGoal, this.gameObject);
     if (path != null && path.Count > 1)
     {
         curIndex  = 0;
         curTarget = path[1];
         disabled  = false;
     }
     else if (path != null && path.Count == 1)
     {
         curTarget = path[0];
         disabled  = false;
     }
     else
     {
         disabled = true;
     }
 }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        if (buildingLocations == null)
        {
            buildingLocations = new List <Vertex> ();
        }
        freeBois = new List <SmolMan>();
        busyBois = new List <SmolMan>();
        if (huts == null)
        {
            huts = new List <Vertex> ();
        }
        goods = new Dictionary <string, int> ();
        SphereTerrain terrain = FindObjectOfType <SphereTerrain> ();

        setCampfireVertex(terrain.getVertex(terrain.findIndexOfNearest(gameObject.transform.position)));
        AddBois(5);
        GetComponent <TierController>().FireBuilt();
    }