Ejemplo n.º 1
0
        async void SpawnUnits(string unit_prefab, FieldBounds bounds, int count, uint team_index)
        {
            var battleground = Game.GetBattleground();
            var tilemap      = battleground.GetMainTilemap();

            var points = bounds.GetAllPoints();

            points.Shuffle();

            if (points.Count < count)
            {
                Debug.LogWarning($"Can't spawn {count} units, trim to free points count.");
                count = points.Count;
            }

            for (int i = 0; i < count; i++)
            {
                var asset = await Assets.LoadAsync(unit_prefab);

                var unit = asset.AddComponentOnce <BattleUnit>();
                unit.Init(team_index);

                var cell_x = Mathf.RoundToInt(points[i].x);
                var cell_y = Mathf.RoundToInt(points[i].y);

                var point     = new Vector3Int(cell_x, cell_y, 0);
                var world_pos = tilemap.CellToWorld(point);
                world_pos.x += Battleground.UNIT_WORLD_POS_OFFSET_X;
                world_pos.y += Battleground.UNIT_WORLD_POS_OFFSET_Y;

                unit.transform.position = world_pos;

                battleground.AddUnit(unit);
            }
        }
Ejemplo n.º 2
0
 public Pathfinder(Battleground battleground, Tilemap main_tilemap, Tilemap decor_tilemap, FieldBounds field_bounds)
 {
     this.battleground  = battleground;
     this.main_tilemap  = main_tilemap;
     this.decor_tilemap = decor_tilemap;
     this.field_bounds  = field_bounds;
     this.field         = new int[field_bounds.GetWidth(), field_bounds.GetHeight()];
 }