Esempio n. 1
0
    private void CreateDebugTile(Vector3 worldPos, Color32 color, Node node = null)
    {
        GameObject debugTile = Instantiate(debugTilePrefab, worldPos, Quaternion.identity);

        if (node != null)
        {
            DebugTile tmp = debugTile.GetComponent <DebugTile>();
            tmp.G.text += node.G;
            tmp.H.text += node.H;
            tmp.F.text += node.F;
        }
        debugTile.GetComponent <SpriteRenderer>().color = color;
    }
Esempio n. 2
0
    private void CreateDebugTIle(Vector3 worldPos, Color32 color, Node node = null) //set to null to make it optional
    {
        GameObject debugTile = Instantiate(debugTilePrefab, worldPos, Quaternion.identity);

        if (node != null)
        {
            DebugTile tmp = debugTile.GetComponent <DebugTile>();    //only have to get debug tile component once to save resources

            tmp.G.text += node.G;
            tmp.H.text += node.H;
            tmp.F.text += node.F;
        }

        debugTile.GetComponent <SpriteRenderer>().color = color;
    }
    /// <summary>
    /// Creates a debug tile in the world
    /// </summary>
    /// <param name="worldPos">The tile's world position</param>
    /// <param name="color">The color of the tile</param>
    /// <param name="node">The actual node</param>
    private void CreateDebugTile(Vector3 worldPos, Color32 color, Node node = null)
    {
        //Instantiates a debug tile
        GameObject debugTile = (GameObject)Instantiate(debugTilePrefab, worldPos, Quaternion.identity);

        if (node != null)//If the tile has a node
        {
            //Then we need to calculate all the values
            DebugTile tmp = debugTile.GetComponent <DebugTile>();

            tmp.G.text += node.G;
            tmp.H.text += node.H;
            tmp.F.text += node.F;
        }

        //Sets the color of the tile
        debugTile.GetComponent <SpriteRenderer>().color = color;
    }