public void addWaypoint(long time, Path path) { if (Sim.enableNonLivePaths && type.speed > 0) { if (!new SegmentUnit(path.segmentWhen(time), this).canBeUnambiguousParent(time)) time++; Tile tile = path.tileWhen (time); if (!Waypoint.active (tile.waypointLatest (this))) { List<UnitSelection> start = new List<UnitSelection> { new UnitSelection(path, this, time) }; SegmentUnit prev = start[0].segmentUnit(); do { // remember segments that unit was previously on in case unit is later removed from them SegmentUnit cur = prev; prev = cur.prev ().FirstOrDefault (); if (prev.g == null || prev.segment.path != cur.segment.path || !prev.segment.unseen) { start.Add (new UnitSelection(cur.segment.path, this, cur.segment.timeStart)); } } while (prev.g != null && prev.segment.unseen); g.events.addEvt (new WaypointAddEvt(time + (tile.centerPos() - path.posWhen(time)).length () / type.speed, this, tile, null, start)); } } }
// methods above involve commanding selected units /// <summary> /// sets pos to where base of path should be drawn at, and returns whether it should be drawn /// </summary> private bool pathDrawPos(Path path, ref Vector3 pos) { if (g.timeGame < path.moves[0].timeStart) return false; if (selPlayer != path.player) { if (path.timeSimPast != long.MaxValue) return false; if (!path.tileWhen (g.timeGame).playerVisWhen(selPlayer, g.timeGame)) return false; } pos = simToDrawPos(path.posWhen(g.timeGame), unitDepth); return true; }