public Tile(int X, int Y, Vector3 tile_position, Tile_Sort Tile_sort, Sight_Sort sight_sort, BaseActor tile_actor) { this.x = X; this.y = Y; this.Tile_Position = tile_position; this.Tile_Sort = Tile_sort; this.Sight_Sort = sight_sort; this.Tile_Actor = tile_actor; }
public void Set_Tile(Tile_Obj tile_obj, Tile_Sort tile_sort) { SetTile(tile_obj.Tile.x, tile_obj.Tile.y, tile_sort); //tile_obj.tile_Sort = tile_sort; StartCoroutine(Build_Anim(tile_obj.gameObject)); Ready_To_Update_Sight(); Update_Sight(); //Set_Map_Taget(Get_Map_target()); }
public void SetTile(int x, int y, Tile_Sort Tile_sort) { if (MapData[x, y] == null) { MapData[x, y] = new Tile(x, y, new Vector3(x, y), Tile_sort, Sight_Sort.Black, null); } else { MapData[x, y].Tile_Sort = Tile_sort; } }
public bool Is_Block_Object(Tile_Sort tile_Sort) { bool temp = false; switch (tile_Sort.TileObject) { case eTileObject.WALL: case eTileObject.DOOR: { temp = true; break; } } return(temp); }
private void Update_Tile_Sort(Tile_Sort Tile_Sort) { Nomal_Object.SetActive(false); Wall_Object.SetActive(false); int z_axis = 0; if (Tile_Sort.TileBase != eTileBase.NULL) //Base가 비어있지 않을때 { if (MapManager.Is_Block_Object(Tile_Sort)) //벽오브젝트가 있으면 { Wall_Object.SetActive(true); int Sprite_Num = (int)Tile_Sort.TileObject - 1; rend = Wall_Object.GetComponent <MeshRenderer>(); rend.material = MapManager.Get_TileObject_From_List(Sprite_Num); if (Tile_Sort.TileObject == eTileObject.DOOR) { if (Tile.Tile_Actor != null) { z_axis = 1; } } //this.transform.position = new Vector3(Tile.x, Tile.y, -0.5f); } else //벽오브젝트가 아니면 { Nomal_Object.SetActive(true); // int Sprite_Num = (int)Tile_Sort.TileBase - 1; rend = Nomal_Object.GetComponent <MeshRenderer>(); rend.material.mainTexture = MapManager.Get_TileBase_From_List(Sprite_Num); if (Tile_Sort.TileObject == eTileObject.NULL) //오브젝트가 없으면) { } } } this.transform.position = new Vector3(Tile.x, Tile.y, z_axis); }
public bool Is_Move_Able_Tile(Tile_Sort Sort) { return(Sort.TileObject == eTileObject.NULL || Sort.TileObject == eTileObject.DOOR); }