Beispiel #1
0
    private bool neighborsTile(Vector2 tile, Vector2 neighbor)
    {
        if (tile.IntX() == neighbor.IntX())
        {
            if (Math.Abs(tile.IntY() - neighbor.IntY()) == 1)
            {
                return(true);
            }
        }
        else if (tile.IntY() == neighbor.IntY())
        {
            if (Math.Abs(tile.IntX() - neighbor.IntX()) == 1)
            {
                return(true);
            }
        }

        return(false);
    }
Beispiel #2
0
    private void applyCurrentEffect(Vector2 position)
    {
        LevelGraphTile tile = _grid[position.IntX() + _halfSize, position.IntY() + _halfSize];

        tile.GameObject.transform.Find("Outline").gameObject.GetComponent <LevelSelectColorizer>().UpdateColor(this.PlayerColor);

        if (tile.State == TileState.Available)
        {
            foreach (LevelGraphPath path in neighborPaths(tile))
            {
                path.GameObject.GetComponent <LevelSelectColorizer>().UpdateColor(this.PlayerColor);
            }
        }
    }
Beispiel #3
0
    private void removeCurrentEffect(Vector2 position)
    {
        LevelGraphTile tile = _grid[position.IntX() + _halfSize, position.IntY() + _halfSize];

        colorizeTile(tile);

        if (tile.State == TileState.Available)
        {
            foreach (LevelGraphPath path in neighborPaths(tile))
            {
                colorizePath(path);
            }
        }
    }
Beispiel #4
0
 public static Tile CoordToTile(this Vector2 vec)
 {
     return(Map.tileData[vec.IntX()][vec.IntY()]);
 }
Beispiel #5
0
    public static Tile WorldToTile(this Vector3 pos, float tileSize = 1)
    {
        Vector2 p = pos.WorldToTileCoord(tileSize);

        return(Map.tileData[p.IntX()][p.IntY()]);
    }
    private void applyCurrentEffect(Vector2 position)
    {
        LevelGraphTile tile = _grid[position.IntX() + _halfSize, position.IntY() + _halfSize];
        tile.GameObject.transform.Find("Outline").gameObject.GetComponent<LevelSelectColorizer>().UpdateColor(this.PlayerColor);

        if (tile.State == TileState.Available)
        {
            foreach (LevelGraphPath path in neighborPaths(tile))
                path.GameObject.GetComponent<LevelSelectColorizer>().UpdateColor(this.PlayerColor);
        }
    }
    private void removeCurrentEffect(Vector2 position)
    {
        LevelGraphTile tile = _grid[position.IntX() + _halfSize, position.IntY() + _halfSize];
        colorizeTile(tile);

        if (tile.State == TileState.Available)
        {
            foreach (LevelGraphPath path in neighborPaths(tile))
                colorizePath(path);
        }
    }
    private bool neighborsTile(Vector2 tile, Vector2 neighbor)
    {
        if (tile.IntX() == neighbor.IntX())
        {
            if (Math.Abs(tile.IntY() - neighbor.IntY()) == 1)
                return true;
        }
        else if (tile.IntY() == neighbor.IntY())
        {
            if (Math.Abs(tile.IntX() - neighbor.IntX()) == 1)
                return true;
        }

        return false;
    }