public void LoadData(string dire) { string te = ""; te = File.ReadAllText(dire); Grid.ClearGrid(); Debug.Log(dire); s_leveldat leveldata = JsonUtility.FromJson <s_leveldat>(te); Grid.groundworldsize = leveldata.gridsize; load.FeedGridData(leveldata); Grid.UnpaintAllNodes(); }
void CleanDebugNodes() { fringe.Clear(); closednodes.Clear(); opennodes.Clear(); Vector2 gridworld = Grid.gridworldsize; for (int x = 0; x < gridworld.x; x++) { for (int y = 0; y < gridworld.y; y++) { Grid.UnpaintAllNodes(); } } }
public void Teleport(s_charactermanager returning_system) { positon = grid.VectorPositionFromWorld(transform.position); Queue <o_node> di = new Queue <o_node>(); foreach (o_node n in directions) { di.Enqueue(n); } Vector2Int newpos = new Vector2Int(); while (di.Count != 1) { di.Dequeue(); } transform.position = di.Peek().position; newpos = grid.VectorPositionFromWorld(transform.position); grid.character_layer[positon.x, positon.y] = null; grid.character_layer[newpos.x, newpos.y] = this; grid.UnpaintAllNodes(); di.Clear(); returning_system.LooseFocus(); }
public void ConfirmMovement() { player.actionPoints -= pathfcost; pathfcost = 0; if (!IsSkipped) { STATES = STATEMACHINE.WALK; Grid.UnpaintAllNodes(); StartCoroutine(player.MoveToPosition(this)); } else //If the player is walking then stop. { player.Teleport(this); } //Disable CancelMove and Confirm }