Exemple #1
0
    public void GetNearbyTiles()
    {
        //retrieve the x and y coordinates
        int x = (int)att.x_coord;
        int y = (int)att.y_coord;

        //fill the nearby array
        nearby[0] = tm.GetTile(x, y + 1); //top right
        nearby[1] = tm.GetTile(x + 1, y); //top left
        nearby[2] = tm.GetTile(x, y - 1); //bottom left
        nearby[3] = tm.GetTile(x - 1, y); //bottom right
    }
Exemple #2
0
    public void MoveTile(int x, int y, int deltax, int deltay, TileScript tile)
    {
        moves++;
        gameMenuScript.UpdateMovesText(moves);
        GameObject activeTile = tileManagerScript.GetTile(x, y);

        tileManagerScript.UpdateIndexes(x, y, deltax, deltay);
        StartCoroutine(tile.Move(tileManagerScript.CalculatePosition(tile.XIndex + deltax, tile.YIndex + deltay, activeTile.transform.position.y),
                                 SPEED, deltax, deltay));
    }
Exemple #3
0
    //why is this up here?
    List <GameObject> get_adj(GameObject node)
    {
        //im lazy
        //fix it if you want
        //Debug.Log ("in get_adj");
        List <GameObject> neighbors = new List <GameObject>();
        int x = node.GetComponent <NodeAttributes>().x_coord;
        int y = node.GetComponent <NodeAttributes>().y_coord;
        //only 4 directional movement
        //blame Thomas
        GameObject node_a = tm.GetTile(x, y + 1);

        neighbors.Add(node_a);
        GameObject node_b = tm.GetTile(x + 1, y);

        neighbors.Add(node_b);
        GameObject node_c = tm.GetTile(x - 1, y);

        neighbors.Add(node_c);
        GameObject node_d = tm.GetTile(x, y - 1);

        neighbors.Add(node_d);
        if (node_a == null)
        {
            Destroy(node_a);
        }
        if (node_b == null)
        {
            Destroy(node_b);
        }
        if (node_c == null)
        {
            Destroy(node_c);
        }
        if (node_d == null)
        {
            Destroy(node_d);
        }

        return(neighbors);
    }