Esempio n. 1
0
    void HandleEnemyMove(GridItem item)
    {
        if (item.GetItemType() != ItemType.Regular)
        {
            return;
        }

        if (playerMoves.Contains(item))
        {
            return;
        }
        else
        {
            playerMoves.Add(item);
        }


        var LastItemTouched = playerMoves[playerMoves.Count - 1];

        targetsPosition = new List <Vector3> ();
        targetsPosition = levelConfig.GetTargetsPositions(currentLevel);
        allTargetsPath  = new List <List <GridItem> > ();
//		int targetXPos = (int)levelConfig.GetTargetPosition ().x;
//		int targetYPos = (int)levelConfig.GetTargetPosition ().y;

//		GridItem goal = gridItems[targetXPos,targetYPos];


        foreach (Enemy enemy in enemies)
        {
            int enemyX = (int)enemy.GetGridPos().x;
            int enemyY = (int)enemy.GetGridPos().y;

            if (CheckWinCondition(gridItems [enemyX, enemyY], targetsPosition))
            {
                return;
            }


            foreach (var target in targetsPosition)
            {
                if (IsTargetReachable(gridItems[enemyX, enemyY], gridItems[(int)target.x, (int)target.y]))
                {
                    ClearOldPath();
                    originalPath = new List <List <GridItem> > ();
                    Traverse(gridItems [enemyX, enemyY], gridItems [(int)target.x, (int)target.y]);
                    pathToMoveTo = new List <GridItem> ();
                    pathToMoveTo = FindShortPath(gridItems [enemyX, enemyY], gridItems [(int)target.x, (int)target.y]);
                    allTargetsPath.Add(pathToMoveTo);
                }
            }

            if (allTargetsPath.Count > 1)
            {
                pathToMoveTo = new List <GridItem>();
                pathToMoveTo = FindClosesetTargetPath();
            }

            int firstMoveX = (int)pathToMoveTo[1].GetGridPos().x;
            int firstMoveY = (int)pathToMoveTo[1].GetGridPos().y;

            enemy.MoveToNewPosition(firstMoveX, firstMoveY, gridItems [firstMoveX, firstMoveY]);

            levelFail = CheckFailCondition(enemy, targetsPosition);
            if (levelFail)
            {
                RemoveItemsListener();
                StartFailLevelAnimation();
            }
        }
    }