private bool PlayerMovementCheck(char direction) { bool pass = false; switch (direction) { case 'n': pass = NorthMovement(); break; case 's': pass = SouthMovement(); break; case 'e': pass = EastMovement(); break; case 'w': pass = WestMovement(); break; default: Debug.Log("Error, invalid direction supplied"); break; } if (pass) { vision.CalculatePlayerVisibility(playerTile); CheckForLaser(playerTile); CheckForTroll(playerTile); } return(pass); }
public void StartUp(Tile p_playerTile, Grid p_grid) { movements = new List <bool>() { false, false, false, false }; rotations = new List <Vector3>() { new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 180.0f), new Vector3(0.0f, 0.0f, -90.0f), new Vector3(0.0f, 0.0f, 90.0f) }; playerTile = p_playerTile; grid = p_grid; playerTile.obj.GetComponent <SpriteRenderer>().sprite = playerSprite; vision = new Vision(grid, playerTile.obj.GetComponent <SpriteRenderer>().sprite); playerCam.GetComponent <CameraFollow>().SetTarget(playerTile.obj.GetComponent <Transform>()); vision.CalculatePlayerVisibility(playerTile); playerTile.obj.GetComponent <SpriteRenderer>().color = Color.yellow; }