Exemple #1
0
        private void OnSelect()
        {
            // Get the selected tile from the selection indicator/mouse
            Vector2 pointerPosition = Pointer.current.position.ReadValue();
            Ray     ray             = Camera.main.ScreenPointToRay(pointerPosition);

            if (!Screen.BattleMapGfx.GetComponent <Collider>()
                .Raycast(ray, out RaycastHit hitInfo, Mathf.Infinity))
            {
                return;
            }

            Vector3 pointerCoordinates = Screen.BattleMapGfx.transform.InverseTransformPoint(hitInfo.point);

            int  x            = Mathf.FloorToInt(pointerCoordinates.x / Screen.BattleMapGfx.TileSize);
            int  z            = Mathf.FloorToInt(pointerCoordinates.z / Screen.BattleMapGfx.TileSize);
            Vec2 tileSelected = new Vec2(x, z);

            // Do some basic verification that the tile wont be rejected by the engine. No point in telling the
            // engine if it is just going to throw the action away.
            Actor           actor = Screen.Game.CurrentActor;
            PathfindingGrid tiles = Screen.Game.BattleMap.Tiles;

            GridNode position = tiles[actor.Position];
            IDictionary <GridNode, GridNode> moveableTiles =
                tiles.FloodFill <DijkstraFloodFill>(position, actor.Speed, actor.Motility);
            GridNode destination = tiles[tileSelected];

            if (!moveableTiles.ContainsKey(destination))
            {
                return;
            }

            // Send the StrideAction to the engine for processing
            Screen.Game.CurrentActor.SetActivity(new StrideAction(Screen.Game.CurrentActor, tileSelected));
            Screen.TransitionState(new AnimatingState(Screen));
        }