Esempio n. 1
0
    // sets the unit's movement path
    void Update_UnitMovement()
    {
        if (Input.GetMouseButtonUp(1) || SelectedUnit == null)
        {
            Debug.Log("End Unit Movement");
            //copy over pathfinding before exiting
            if (SelectedUnit != null)
            {
                SelectedUnit.SetHexPath(hexPath);
                StartCoroutine(hexMap.DoUnitMoves(SelectedUnit));
            }

            Update_CurrentFunc = CancelUpdateFunc;
            return;
        }
        //
        // we have a selected unit
        //
        // pass pathfinding data for potential unit path

        if (hexUnderMouse != null && (hexPath == null || hexUnderMouse != lastHexUnderMouse))
        {
            hexPath = QPath.QPath.FindPath <Hex>(
                hexMap,
                SelectedUnit,
                SelectedUnit.Hex,
                hexUnderMouse,
                Hex.CostEstimate);
        }
    }
Esempio n. 2
0
    void Update_UnitMovement()
    {
        if (Input.GetMouseButtonUp(1) || SelectedUnit == null)
        {
            Util.WriteDebugLog(string.Format("Complete Unit movements"), GameManager.LogLevel_Info, GameManager.instance.debug, GameManager.instance.LogLevel);

            //Todo copy pathfinding path to units movement queue
            if (SelectedUnit != null)
            {
                SelectedUnit.SetHexPath(hexPath);

                //TODO: tell unit and or hexmap to process unit movement
                StartCoroutine(hexMap.DoUnitMoves(SelectedUnit));
            }

            Cancel();
            return;
        }



        // We have a selected unit

        // Look at hex under mouse

        // is this a different hex than before? or we don't alredy have a path
        if (hexPath == null || hexUnderMouse != hexLastUnderMouse)
        {
            // Do a pathfinding search to that hex
            hexPath = QPath.QPath.FindPath <Hex>(
                hexMap,
                SelectedUnit,
                SelectedUnit.Hex,
                hexUnderMouse,
                Hex.CostEstimate
                );
        }
    }