// Use this for initialization void Start() { pawns = GameObject.FindGameObjectsWithTag("Player"); proggression = GameSteps.standby; /*targetPosition.x = 2; * targetPosition.y = 5;*/ }
// Update is called once per frame void Update() { if (proggression == GameSteps.setPos) { DrawMovementIndicator(); SetTargetPosition(); if (targetPosition.x != playerObject.transform.position.x && targetPosition.y != playerObject.transform.position.y) { MovementArray = GameObject.FindGameObjectsWithTag("movementIndicator"); if (gameObject != null) { foreach (GameObject target in MovementArray) { GameObject.Destroy(target); } } proggression = GameSteps.Move; } } if (proggression == GameSteps.Move) { Move(); Debug.Log("getting ready to move"); Debug.Log("targetpos: " + targetPosition); Debug.Log("playerpos: " + playerObject.transform.position); for (int i = 0; i < pawns.Length; i++) { if (pawns[i].GetComponent <warScript>().isSelected == true) { pawns[i].GetComponent <warScript>().isSelected = false; } } proggression = GameSteps.standby; } if (proggression == GameSteps.standby) { } }
// Use this for initialization void Start() { pawns = GameObject.FindGameObjectsWithTag("Player"); proggression = GameSteps.standby; }