Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hitInfo;

        if (GetComponent <Collider>().Raycast(ray, out hitInfo, Mathf.Infinity))
        {
            x = (int)(hitInfo.point.x / _tileMap.tile_size);
            z = (int)(hitInfo.point.z / _tileMap.tile_size);
            //Debug.Log ("Tile: " + x + ", " + z);

            currentTileCoord.x = x + 0.5f;
            currentTileCoord.z = z + 0.5f;
            currentTileCoord.y = 0.001f;
            currentTileCoord.y = grid.getElevation(x, z) * 0.25f;

            selectionCube.transform.position = currentTileCoord * 1f;
        }
        else
        {
            // Hide selection cube?
        }

        if (Input.GetMouseButtonDown(0))
        {
        }
    }
Esempio n. 2
0
    void Update()
    {
        if (once)
        {
            map.setTile(tileX, tileZ, false);
            once = false;
        }

        if (currentPath != null)
        {
            map.setTile(tileX, tileZ, true);
        }

        // Have we moved our visible piece close enough to the target tile that we can
        // advance to the next step in our pathfinding?
        if (Vector2.Distance(new Vector2(transform.position.x, transform.position.z), new Vector2(map.TileCoordToWorldCoord(tileX, tileZ).x, map.TileCoordToWorldCoord(tileX, tileZ).z)) < 0.1f)
        {
            AdvancePathing();
        }

        // Smoothly animate towards the correct map tile.
        if ((float)decimal.Round((decimal)transform.position.y, 3) < map.getElevation(tileX, tileZ) * 0.25f)
        {
            elevate();
        }
        if ((float)decimal.Round((decimal)transform.position.y, 3) > map.getElevation(tileX, tileZ) * 0.25f)
        {
            dElevate();
        }
        if ((float)decimal.Round((decimal)transform.position.z, 2) > map.TileCoordToWorldCoord(tileX, tileZ).z)
        {
            moveDown();
        }
        if ((float)decimal.Round((decimal)transform.position.z, 2) < map.TileCoordToWorldCoord(tileX, tileZ).z)
        {
            moveUp();
        }
        if ((float)decimal.Round((decimal)transform.position.x, 2) > map.TileCoordToWorldCoord(tileX, tileZ).x)
        {
            moveLeft();
        }
        if ((float)decimal.Round((decimal)transform.position.x, 2) < map.TileCoordToWorldCoord(tileX, tileZ).x)
        {
            moveRight();
        }
    }