private void Update()
        {
            switch (state)
            {
            case State.Stay:
                // do Nothing!!
                break;

            case State.Walk:
                if (lastState != State.Walk)
                {
                    OnStartMove.Invoke();
                }
                var dir = (to.transform.position - this.transform.position).normalized;
                this.transform.Translate(dir * speed * Time.deltaTime);
                if (Vector3.Distance(to.transform.position, this.transform.position) < 0.01f)
                {
                    state = State.Stay;
                    tile  = to;
                    OnFinishMove.Invoke();
                }
                break;
            }

            lastState = state;
        }
Exemple #2
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        public void Update()
        {
            if (Input.GetAxis("Horizontal") != 0.0f || Input.GetAxis("Vertical") != 0.0f)
            {
                var           dir            = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0).normalized;
                float         directionError = float.MaxValue;
                BehaviourTile to             = null;
                foreach (var neighbor in character.tile.neighbors)
                {
                    var dirNeighbor = Vector3.Normalize(neighbor.transform.position - character.tile.transform.position);
                    var dirError    = Vector3.Distance(dirNeighbor, dir.normalized);
                    if (Vector3.Distance(dirNeighbor, dir.normalized) < directionError)
                    {
                        directionError = dirError;
                        to             = neighbor;
                    }
                }

                if (to != null && directionError < 0.4f)
                {
                    character.Move(to);
                }
            }
        }
 public void Move(BehaviourTile to)
 {
     state = State.Walk;
     this.animator.SetBool("Move", true);
     this.to = to;
 }