Exemple #1
0
 //Highlights recorded movement path for character, before confirmation.
 public void TargetPath(List <Vector3Int> path, HighlightTiles.TileType type)
 {
     foreach (Vector3Int l in path)
     {
         targets.ChangeTile(l, type);
     }
 }
Exemple #2
0
    //updates charactermap locations
    void InitCharacterMap()
    {
        foreach (Character e in game.enemies)
        {
            Vector3Int loc = WorldToCellSpace(e.transform.position);
            characterLocations[loc.x, loc.y] = e;
            previousCharacterLocations[e]    = loc;
            characters.ChangeTile(loc, HighlightTiles.TileType.Enemy);
        }

        foreach (Character a in game.allies)
        {
            Vector3Int loc = WorldToCellSpace(a.transform.position);
            characterLocations[loc.x, loc.y] = a;
            previousCharacterLocations[a]    = loc;
            characters.ChangeTile(loc, HighlightTiles.TileType.Ally);
        }

        foreach (Character o in game.obstacles)
        {
            Vector3Int loc = WorldToCellSpace(o.transform.position);
            characterLocations[loc.x, loc.y] = o;
            previousCharacterLocations[o]    = loc;
            characters.ChangeTile(loc, HighlightTiles.TileType.None);
        }

        foreach (Character po in game.passableObstacles)
        {
            Vector3Int loc = WorldToCellSpace(po.transform.position);
            characterLocations[loc.x, loc.y] = po;
            previousCharacterLocations[po]   = loc;
            characters.ChangeTile(loc, HighlightTiles.TileType.None);
        }
    }
Exemple #3
0
    //unhighlihgts a tile, currently used to make self an invalid target.
    public void UnHighlight(Vector3 pos)
    {
        Vector3Int location = WorldToCellSpace(pos);

        highlights.ChangeTile(location, HighlightTiles.TileType.None);
    }