public static void CreatePathFindingNodes_CLIENT(UnitScript unitScript, int unitNetID, List <Vector3> path) { unitScript.ClearPathFindingNodes(); List <CubeLocationScript> scriptList = new List <CubeLocationScript>(); foreach (Vector3 vect in path) { CubeLocationScript script = LocationManager.GetLocationScript_CLIENT(vect); script.CreatePathFindingNodeInCube(unitNetID); scriptList.Add(script); Debug.Log("pathfinding VISUAL node set at vect: " + vect); } unitScript.AssignPathFindingNodes(scriptList); }
//////////////////////////////////////////////// public static void SetUnitActive(bool onOff, int playerContID, Vector3Int unitID) { UnitScript unit = _unitObjectsByPlayerID[playerContID][unitID]; if (unit == null) { Debug.LogError("SetUnitActive ERROR unit == null"); return; } if (_activeUnit == null) { _activeUnit = unit; } if (onOff) { if (_activeUnit.UnitID != unit.UnitID) { _activeUnit.DeActivateUnit(); } _activeUnit.ClearPathFindingNodes(); _activeUnit = unit; _activeUnit.ActivateUnit(); AssignCameraToActiveUnit(); Debug.Log("Unit: " + unitID + " : SetActive"); // _locationManager.DebugTestPathFindingNodes(_activeUnit); } else { if (_activeUnit.UnitID != unit.UnitID) { Debug.LogError("should not be here Unit is active and another unit is tying to get turned off"); } else { _activeUnit.DeActivateUnit(); _activeUnit = null; } } }