/// <summary> /// Creates a pathfinding instance and generates a range map for you. /// </summary> /// <param name="start">Start tile</param> /// <param name="range">Range of tiles</param> /// <returns></returns> public static Pathfinding GetRange(Tile start, int range, bool ignoreBlock = false) { Pathfinding newPath = new Pathfinding(); newPath.CreateRangedMap(start, range, ignoreBlock); return(newPath); }
void GetMovementTiles() { if (rPathfinding == null) { rPathfinding = Pathfinding.GetRange(tile, data.movementRange - movementUsed); } else { rPathfinding.CreateRangedMap(tile, data.movementRange - movementUsed); } moveRangeTiles = new Tile[rPathfinding.path.Count]; for (int i = 0; i < rPathfinding.path.Count; i++) { moveRangeTiles[i] = GameManager.instance.GetTile(rPathfinding.path[i]); } //GetAttackTiles(tile); }