Exemple #1
0
    public void FPlaceNode(int ixX, int ixY, ED_RP_Grd grd)
    {
        Vector3         vRecPos = grd.mSquares[ixX, ixY].transform.position;
        ED_OP_GFX_RT_ND n       = Instantiate(GFX_Rt_Nd, vRecPos, transform.rotation);

        n.mIxX = ixX;
        n.mIxY = ixY;
        rRouteNodes.Add(n);
        n.transform.SetParent(grd.transform);
    }
Exemple #2
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    public void FPlaceFirst(int ixX, int ixY, ED_RP_Grd grd)
    {
        rRouteNodes = new List <ED_OP_GFX_RT_ND>();
        // Put a route node down right where the player is.
        Vector3         vRecPos = grd.mSquares[ixX, ixY].transform.position;
        ED_OP_GFX_RT_ND n       = Instantiate(GFX_Rt_Nd, vRecPos, transform.rotation);

        n.mIxX = ixX;
        n.mIxY = ixY;
        rRouteNodes.Add(n);
        n.transform.SetParent(grd.transform);
    }
Exemple #3
0
    public void FRenderSet(List <DATA_ORoute> rRoutes, List <ED_RP_Rec> rRecs, int grdToYards, ED_RP_Grd grd)
    {
        // ------------ delete the old graphics from the scene.
        ED_RP_GFX_Rt[] rtGfx = FindObjectsOfType <ED_RP_GFX_Rt>();
        foreach (ED_RP_GFX_Rt g in rtGfx)
        {
            Destroy(g.gameObject);
        }

        // ------------ render the routes
        for (int i = 0; i < rRoutes.Count; i++)
        {
            for (int j = 0; j < rRecs.Count; j++)
            {
                if (rRecs[j].mTag == rRoutes[i].mOwner)
                {
                    // now render the route from his perspective.
                    TDC_IntVec iVecConv = new TDC_IntVec(rRecs[j].mIxX, rRecs[j].mIxY);

                    for (int k = 1; k < rRoutes[i].mSpots.Count; k++)
                    {
                        Vector2    vSpot = rRoutes[i].mSpots[k];
                        TDC_IntVec v     = new TDC_IntVec((int)vSpot.x + iVecConv.x, (int)vSpot.y + iVecConv.y);
                        vSpot = rRoutes[i].mSpots[k - 1];
                        TDC_IntVec   v1 = new TDC_IntVec((int)vSpot.x + iVecConv.x, (int)vSpot.y + iVecConv.y);
                        ED_RP_GFX_Rt g  = Instantiate(GFX_RtNd, grd.mSquares[v.x, v.y].transform.position, transform.rotation);
                        g.transform.SetParent(grd.transform);

                        RenderTrail(grd.mSquares[v.x, v.y].transform.position, grd.mSquares[v1.x, v1.y].transform.position, grd);
                    }
                }
            }
        }
    }