Example #1
0
    public Vector2 GetRandomEntityPosition()
    {
        int attempts = 0;
        var position = new Vector2();

        while (attempts < 1000) // shouldn't hardcode max attempts
        {
            position.x = Random.Range(
                World.Instance.Center.x - World.Instance.Size.x / 2,
                World.Instance.Center.x + World.Instance.Size.x / 2);
            position.y =
                Random.Range(
                    World.Instance.Center.y - World.Instance.Size.y / 2,
                    World.Instance.Center.y + World.Instance.Size.y / 2);

            if (!MovingEntity.IsEntityInObstacle(position) &&
                GetClosestNodeToPosition(position) != NO_CLOSEST_NODE_FOUND)
            {
                return(position);
            }

            attempts++;
        }

        // give up. just return a random node position
        return(Graph.GetRandomNodePosition());
    }
Example #2
0
    public Vector2 GetRandomEntityPosition(MovingEntity movingEntity)
    {
        int attempts = 0;
        var position = new Vector2();

        while (attempts < 1000) // shouldn't hardcode max attempts
        {
            position.x = Random.Range(Center.x - Size.x / 2, Center.x + Size.x / 2);
            position.y =
                Random.Range(Center.y - Size.y / 2, Center.y + Size.y / 2);

            if (!movingEntity.IsEntityInObstacle(position))
            {
                return(position);
            }

            attempts++;
        }

        // give up. just return a random node position
        return(position);
    }
Example #3
0
    public Vector2 GetRandomEntityPosition(MovingEntity movingEntity)
    {
        int attempts = 0;
        var position = new Vector2();
        while (attempts < 1000) // shouldn't hardcode max attempts
        {
            position.x = Random.Range(Center.x - Size.x / 2, Center.x + Size.x / 2);
            position.y =
                Random.Range(Center.y - Size.y / 2, Center.y + Size.y / 2);

            if (!movingEntity.IsEntityInObstacle(position))
            {
                return position;
            }

            attempts++;
        }

        // give up. just return a random node position
        return position;
    }