Exemple #1
0
        private void RefreshOctant2(Vector2 _originPosition, int _octant)
        {
            ShadowLine line       = new ShadowLine();
            bool       fullShadow = false;

            for (int row = 1; row < km_maxDistance; row++)
            {
                for (int col = 0; col <= row; col++)
                {
                    Vector2     position    = _originPosition + ConvertPositionToOctantPosition(row, col, _octant);
                    DungeonTile CurrentTile = DungeonManager.instance.GetTileOnPosition(position.x, position.y);

                    if (CurrentTile == null)
                    {
                        continue;
                    }

                    if (fullShadow)
                    {
                        CurrentTile.IsVisible = false;
                    }
                    else
                    {
                        Shadow projection = ProjectTile(row, col);

                        // Setting Visibility of this tile...
                        bool visible = !line.IsInShadow(projection);
                        CurrentTile.IsVisible = visible;


                        if (visible)
                        {
                            CurrentTile.WasTileDiscovered = true;
                        }


                        if (visible && (CurrentTile.IsWall || CurrentTile.BlockVision))
                        {
                            line.AddShadowToLine(projection);
                            fullShadow = line.IsFullShadow;
                        }
                    }

                    CurrentTile.UpdateTile();
                }
            }
        }
Exemple #2
0
 /// <summary>
 /// Check if a shadow is completely covered by this shadow
 /// </summary>
 /// <param name="_other">Shadow tile to be checked</param>
 /// <returns>True if _other if completely covered by this shadow, false otherwise.</returns>
 public bool ContainsOther(Shadow _other)
 {
     return(start <= _other.start && end >= _other.end);
 }