// Update is called once per frame void Update() { if (moving == true) { transform.position = Vector3.Lerp(tempP, tempN, t); t += Time.deltaTime * mapSpeed; if (t >= 1) { CurrentLocation = Path[Path.Length - 1 - step]; Path[Path.Length - 1 - step].GetComponent <Pathnode>().CurrentOccupant = gameObject; Path[Path.Length - step].GetComponent <Pathnode>().CurrentOccupant = null; MovePoints -= CurrentLocation.GetComponent <Pathnode>().GetMPRequired(); GetComponent <Attack>().SetDef(); if (Path.Length - 1 - step <= 0) { moving = false; Debug.Log("checked " + runs + " tiles"); step = 1; Checked.Clear(); CanMoveTo.Clear(); ToCheck.Clear(); ThisMove.Clear(); thisClicker.Clear(); transform.position = CurrentLocation.GetComponent <Tile>().UnitAnchor.transform.position; //PlaceUnit(CurrentLocation); if (CurrentLocation.GetComponent <FactionSwitcher>() != null) { CurrentLocation.GetComponent <FactionSwitcher>().SwitchUnit(); } t = 0; if (GetComponent <Unit>().controlledByAI == true) { GetComponent <Unit>().AIOverlord.GetComponent <AICombat>().LocateTarget(gameObject); } return; } step += 1; t = 0; tempP = Path[Path.Length - step].transform.position; tempP.y = transform.position.y; tempN = Path[Path.Length - step - 1].transform.position; tempN.y = transform.position.y; transform.LookAt(tempN); } } }
public void Cancel() { click.Clear(); GetComponent <CanvasGroup>().alpha = 0; GetComponent <CanvasGroup>().interactable = false; GetComponent <CanvasGroup>().blocksRaycasts = false; }