/// <summary> /// Adds a new jump point to the system. Since JPs can't be destroyed there is no corresponding remove function. Perhaps there should be. /// </summary> /// <param name="parentStar">Star to attach this JP to.</param> /// <param name="Position.XAU">X offset from Star Position</param> /// <param name="Position.YAU">Y offset from Star Position.</param> /// <returns>Newly Created Jumpoint</returns> public JumpPoint CreateJumpPoint(Star parentStar, double XOffsetAU, double YOffsetAU) { JumpPoint NewJP = new JumpPoint(this, parentStar, XOffsetAU, YOffsetAU); JumpPoints.Add(NewJP); return(NewJP); }
private void SetJump(YuoGrid grid, int x, int y) { grid.CanJump = true; if (!JumpPoints.Contains(grid)) { //print("添加了一个跳点"); JumpPoints.Add(grid); grid.sr.color = Color.green; } grid.jump.AddDir(x == -1 ? Dir.Right : Dir.Left); grid.jump.AddDir(y == -1 ? Dir.Up : Dir.Down); foreach (var item in grid.jump.Dirs) { if (item == Vector2Int.up) { grid.sr.transform.GetChild(2).gameObject.SetActive(true); } if (item == Vector2Int.down) { grid.sr.transform.GetChild(3).gameObject.SetActive(true); } if (item == Vector2Int.left) { grid.sr.transform.GetChild(0).gameObject.SetActive(true); } if (item == Vector2Int.right) { grid.sr.transform.GetChild(1).gameObject.SetActive(true); } } }
/// <summary> /// Adds a new jump point to the system. Since JPs can't be destroyed there is no corresponding remove function. Perhaps there should be. /// </summary> /// <param name="XSystemAU">X Location in AU of JP.</param> /// <param name="YSystemAU">Y Location in AU of JP.</param> public void AddJumpPoint(double XSystemAU, double YSystemAU) { JumpPoint NewJP = new JumpPoint(this, XSystemAU, YSystemAU); JumpPoints.Add(NewJP); }