Esempio n. 1
0
    /**
     * @method PathToLocation
     * @param Vector3 Location The location to path to
     * @return Vector2[]
     * Create a set of positions that mark out the points that are to be plotted
     * between the Movable body's Location and the one provided.
     * Specifically it
     *   - Gets the cardinal direction from current movable body's location to input location
     *   - Plots x tiles in the given direction
     *   - The number of tiles is dermined by colliders that block movemement,
     * and distance from Location (it will not surpass it by the magnitude diff between the Movable body and Location)
     */
    private Vector2[] PathToLocation(Vector3 Location)
    {
        List <Vector2> positions       = new List <Vector2>();
        ArrowDirection travelDirection = ArrowDirectionUtil.GetBestFitRelativeCardinalDirection(
            Movable.GetPosition(),
            Location
            );
        Vector3 dir = Quaternion.Euler(0, 0, (float)travelDirection + 180) * Vector2.up;
        //Debug.DrawLine(Movable.GetPosition(), Location, new Color(0f, 1f, 0f));
        int distance = (int)Mathf.Round(((Vector2)Location - (Vector2)Movable.GetPosition()).magnitude);

        positions.AddRange(PlotUntilCollision(Movable.GetPosition(), dir, distance));
        return(positions.ToArray());
    }
Esempio n. 2
0
    public void AddPlotPoint(Vector2 Point)
    {
        ArrowDirection Dir = ArrowDirection.Undefined;

        if (Points.Count != PlotPointIndex++)
        {
            return;
        }
        if (Points.Count >= 1)
        {
            Dir = ArrowDirectionUtil.GetBestFitRelativeCardinalDirection(Points[Points.Count - 1].Point, Point);
        }
        PlottableArrowPoint ArrowPoint = new PlottableArrowPoint(Point, Dir);

        Points.Add(ArrowPoint);
    }