Example #1
0
        protected static void SetOnMap(Vector3 pos, BuildingData building)
        {
            var cell   = Common.GetNearbyCell(pos);
            var mat    = Common.Matrix;
            var line   = cell.i;
            var column = cell.j;

            var x0 = cell.i - building.Bounds.top;
            var x1 = cell.i + building.Bounds.bottom;
            var y0 = cell.j - building.Bounds.left;
            var y1 = cell.j + building.Bounds.right;

            cell.obj  = GameController.InitObj(building.Model, pos);
            cell.type = GameModel.Get(building.Model);

            for (int i = x0; i <= x1; i++)
            {
                for (int j = y0; j <= y1; j++)
                {
                    mat[i, j].obj = cell.obj;
                }
            }

            var end_line     = Mathf.Clamp(line + building.InfluenceBound, 0, Constants.GridSize - 1);
            var start_line   = Mathf.Clamp(line - building.InfluenceBound, 0, Constants.GridSize - 1);
            var end_column   = Mathf.Clamp(column + building.InfluenceBound, 0, Constants.GridSize - 1);
            var start_column = Mathf.Clamp(column - building.InfluenceBound, 0, Constants.GridSize - 1);

            for (int i = start_line; i <= end_line; i++)
            {
                for (int j = start_column; j <= end_column; j++)
                {
                    mat[i, j].status[building.InfuenceType] += (mat[i, j].center - pos).magnitude;
                }
            }
        }
Example #2
0
        protected static void RemoveFromMap(Vector3 pos, BuildingData building)
        {
            var cell   = Common.GetNearbyCell(pos);
            var mat    = Common.Matrix;
            var line   = cell.i;
            var column = cell.j;

            var x0 = cell.i - building.Bounds.top;
            var x1 = cell.i + building.Bounds.bottom;
            var y0 = cell.j - building.Bounds.left;
            var y1 = cell.j + building.Bounds.right;

            for (int i = x0; i <= x1; i++)  // maybe unnecessary, the destroy made item null i supose
            {
                for (int j = y0; j <= y1; j++)
                {
                    if (mat[i, j].obj == cell.obj)
                    {
                        mat[i, j].obj = null;
                    }
                }
            }

            var end_line     = Mathf.Clamp(line + building.InfluenceBound, 0, Constants.GridSize - 1);
            var start_line   = Mathf.Clamp(line - building.InfluenceBound, 0, Constants.GridSize - 1);
            var end_column   = Mathf.Clamp(column + building.InfluenceBound, 0, Constants.GridSize - 1);
            var start_column = Mathf.Clamp(column - building.InfluenceBound, 0, Constants.GridSize - 1);

            for (int i = start_line; i <= end_line; i++)
            {
                for (int j = start_column; j <= end_column; j++)
                {
                    mat[i, j].status[building.InfuenceType] -= (mat[i, j].center - pos).magnitude;
                }
            }
        }