Ejemplo n.º 1
0
 /// <summary>
 /// this will send the current path stored in this object to the next tile to continue the path
 /// the paramiter is the next tile (hit by the raycast)
 /// </summary>
 /// <param name="tile"></param>
 /// <returns>will return true on the "recieved ray" returning true from hitting the endtile</returns>
 public virtual bool sendPath(pathNodes tile)
 {
     //if the path list does not contain the next tile add the list to the next tile (binary searching idea)
     if (!path.Contains(tile.transform.position))
     {
         //clear the tile of the old path from pervious searches
         tile.path.Clear();
         //add the current tile to the list before sending the list on
         path.Add(transform.position);
         foreach (var item in path)
         {
             //for every location in the path add it to the next tile list
             tile.path.Add(item);
         }
     }
     //this is on recieving the "recieve Ray" depending on if the path was sucsessful or not
     if (tile.recieveRay() == true)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     Node       = this.GetComponent <pathNodes>();
     towerData  = GameObject.Find("Game Data").GetComponent <towerData>();
     towerUI    = GameObject.Find("Game Data").GetComponent <UIData>();
     start      = GameObject.Find("board/start").GetComponent <startNode>();
     board      = GameObject.Find("board").GetComponent <boardTiles>();
     playerData = GameObject.Find("Game Data").GetComponent <PlayerData>();
 }