// Update is called once per frame void Update() { transform.position = HexMapHelper.GetWorldPointFromTile( tilePositionObject.GetPivotTilePosition(), tilePositionObject.GetPivotTileLevel()) + (HexMapHelper.GetFacingVector(tilePositionObject.GetPivotTilePosition(), hexDirectionObject.GetTileFacing()) * centerOffset); triangle.color = HexMapUI.GetLevelColor(tilePositionObject.GetPivotTileLevel()); transform.rotation = HexMapHelper.GetRotationFromFacing(tilePositionObject.GetPivotTilePosition(), hexDirectionObject.GetTileFacing()); }
private CommandPointFsm InstantiateCommandPoint(TileWithFacing tileVec, int level, int endVelocity) { CommandPointFsm commandPoint = GameObject.Instantiate(commandPointPrefab, transform.position, transform.rotation, transform).GetComponent <CommandPointFsm>(); commandPoint.SetNavigationSystem(this); commandPoint.SetSource(pieceController.worldModel.transform.position, HexMapHelper.GetFacingVector(pieceController.gamePiece.currentTile, pieceController.gamePiece.currentTileFacing)); commandPoint.SetDestination(tileVec.position, tileVec.facing, level); commandPoint.SetEndVelocity(endVelocity); if (!pieceController.isPlayerControlled) { commandPoint.gameObject.SetActive(false); } availableCommandPoints.Add(commandPoint); return(commandPoint); }
public void SetDestination(TileCoords tileCoords, TileCoords facingTile, int level) { destinationTile = tileCoords; destinationFacingTile = facingTile; destinationLevel = level; //Position the sprite within the Hex sprite.transform.position = HexMapHelper.GetWorldPointFromTile(tileCoords, level) + ((HexMapHelper.GetFacingVector(tileCoords, facingTile) * HexMapHelper.HexWidth * 0.3f)); //Face the sprite the correct direction sprite.transform.rotation = HexMapHelper.GetRotationFromFacing(tileCoords, facingTile); //Color the sprite based on height sprite.GetComponentInChildren <SpriteRenderer>().color = HexMapUI.GetLevelColor(level); SetSpline(sourcePosition, sourceHeading, HexMapHelper.GetWorldPointFromTile(tileCoords, level), HexMapHelper.GetFacingVector(tileCoords, facingTile)); }