Ejemplo n.º 1
0
 private void destroyAll(MovementRange movementRange)
 {
     foreach (GameObject gameObject in drawnMovement)
     {
         Destroy(gameObject);
     }
 }
Ejemplo n.º 2
0
	public void act(Actor actor, GameState state)
	{
		MovementRange range = state.movementMode.movementRange;

		if (range.validMovementTiles.Count == 0) {
			state.nextTurn ();
		}

		int target = UnityEngine.Random.Range(0, range.validMovementTiles.Count);
		Tile targetTile = range.validMovementTiles [target];

		state.currentMode.click (targetTile);
	}
Ejemplo n.º 3
0
    public void drawMovementRange(MovementRange movementRange)
    {
        Debug.Log("Draw movement.");

        //delete old ones
        destroyAll(movementRange);

        //draw new ones
        foreach (Tile tile in movementRange.validMovementTiles)
        {
            GameObject movementGameObject = new GameObject();

            movementGameObject.name = "Movement_" + tile.x + "_" + tile.y;
            movementGameObject.transform.position = new Vector3(tile.x, tile.y, 0);
            movementGameObject.transform.SetParent(this.transform, true);

            SpriteRenderer sr = movementGameObject.AddComponent <SpriteRenderer>();
            sr.sprite           = movementSprite;
            sr.sortingLayerName = "Movement";

            drawnMovement.Add(movementGameObject);
        }
    }
Ejemplo n.º 4
0
 public MovementMode(World world)
 {
     this.world    = world;
     movementRange = new MovementRange(world);
 }