Ejemplo n.º 1
0
    /// <summary>
    /// 
    /// </summary>
    /// <param name="cell"></param>
    /// <returns></returns>
    public IEnumerator MoveToCell(Cell cell)
    {
        if (!this.TurnOver)
        {
            if (!cell.Equals (this.Position ["LeftBottom"]) &&
                 _BaseMovementRangeNodes != null &&
                _BaseMovementRangeNodes.Contains (Board.Instance.Graph [cell.X, cell.Y]))
            {
                Board.Instance.BaseMovementMode = true;
                Board.Instance.MovingMode = true;
                cell.ResetCellValues();
                Node n = Board.Instance.Graph[cell.X, cell.Y];

                List<Node> path = new List<Node> ();
                path.Add (n);
                path = FindWalkPath (n, path);
                path.Reverse ();

                TurnOffRangeIndicator ();

                foreach (string index in this.Position.Keys) {
                    Cell c = this.Position [index];
                    Node node = Board.Instance.Graph [c.X, c.Y];
                    c.IsOccupied = false;
                    c.GetComponent<MeshRenderer>().material.color = c.CellColor;
                }

                foreach (Node node in path) {
                    yield return StartCoroutine (MoveNextTile (this.transform.position, new Vector3 (node.X, node.Y, this.gameObject.transform.position.z), 2f, n));
                }

                CurrentMovement = n.H;
                this.SetNewPosition (Board.Instance.Graph [cell.X, cell.Y]);

                this.DeselectBase();
                Board.Instance.MovingMode = false;
                Board.Instance.BaseMovementMode = false;
                GameController.Instance.IsDone();
            }
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// This (unit) moves to a given cell.
    /// </summary>
    /// <param name="cell">The cell which the unit moves to.</param>
    /// <returns>Waits till the end frame.</returns>
    public IEnumerator MoveToCell(Cell cell, bool spawn)
    {
        Board.Instance.MovingMode = true;
        Debug.Log (Board.Instance.MovingMode);
        EndTurnPanel.Instance.EnableEndTurnButton (false);
        cell.ResetCellValues();
        Node unitPosition =
            Board.Instance.Graph[Board.Instance.SelectedUnit.CellPosition.X, Board.Instance.SelectedUnit.CellPosition.Y];
        Stack<Node> path;
        if (!spawn)
        {
            path = cell.SetPath(Board.Instance.Graph[cell.X, cell.Y],
                Board.Instance.Graph[unitPosition.X, unitPosition.Y],
                new Stack<Node>(),
                Board.Instance.Graph[cell.X, cell.Y].H);
        }
        else
        {
            List<Node> spawnPath = new List<Node>();
            spawnPath.Add(Board.Instance.Graph[cell.X, cell.Y]);
            spawnPath = Board.Instance.SelectedBase.FindSpawnPath(Board.Instance.Graph[cell.X, cell.Y], spawnPath);
            path = new Stack<Node>(spawnPath);
        }

        _animator = this.GetComponent<Animator>();
        _animator.Play("Walk");
        _animator.speed = 2f;

        foreach (Node n in path)
        {
            PlaySound("Walk");
            yield return
                StartCoroutine(MoveToNextNode(this.transform.position,
                    new Vector3(n.X, n.Y, this.gameObject.transform.position.z), 2f, n));
        }

        Board.Instance.SelectedUnit.CellPosition = cell;
        Board.Instance.SelectedUnit.CellPosition.IsInMovementRange = false;
        Board.Instance.SelectedUnit.CellPosition.PlacedUnit = this;

        cell.GetComponent<MeshRenderer>().material.color = Board.Instance.SelectedUnit.SelectionColor;
        cell.IsOccupied = true;

        _animator.Play("Idle");

        EndTurnPanel.Instance.EnableEndTurnButton (true);

        if (!TurnOver)
        {
            if (!CheckEnemiesInAttackRange())
            {
                UnitTurnIsOver();
                this.DeselectUnit();
            }
        }
        else
        {
            UnitTurnIsOver();
            this.DeselectUnit();
        }
        Board.Instance.MovingMode = false;
        GameController.Instance.IsDone();
    }