/// <summary>
 /// <para>Uses a hex coordinate system to represent where a hex is in the complete grid.
 /// Since grids are offset between rows or columns, it's assumed that the center of (0,0,0)
 /// is at position (0,0). (0,1,-1) diagonally up right to the the original. (0, 2) is in line with the original.
 /// This format assumes a TopPoint configuration. See below for coords</para>
 ///
 /// <para>
 ///   z___y
 ///  __z y__
 ///xxxx 0 xxxx
 ///  __y z__
 ///   y___z
 /// </para>
 ///
 /// <para>
 /// This is remember about this system. x is 0 along the x axis and increase as you go above
 /// or decreases below. Same for z and y. All coordinates will always sum to zero. So coordinates
 /// can be understood as distance  from a line, not notches across the line
 /// </para>
 ///
 /// <para>Using answer here to calculate: https://stackoverflow.com/questions/2459402/hexagonal-grid-coordinates-to-pixel-coordinates</para>
 /// </summary>
 /// <param name="coordinate"></param>
 /// <returns></returns>
 public Vector2 EuclidianPosition(SHexCoordinate coordinate)
 {
     return(new Vector2(
                InnerRadius * (coordinate.X + coordinate.Y * 2),
                coordinate.X * HexVerticalDistance
                ));
 }
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        /// <summary>
        /// Returns all coordinates radial to the coordinate based on radius, including the original coordinate
        /// </summary>
        /// <param name="radius"></param>
        /// <returns></returns>
        public                       SHexCoordinate[] RadialStep(int radius)
        {
            List <SHexCoordinate> coords = new List <SHexCoordinate>()
            {
                this
            };
            SHexCoordinate currentCoord = this;

            // step in rings to find coords
            for (int ring = 1; ring <= radius; ring++)
            {
                currentCoord = currentCoord.Step(EDirection.XNegZ);

                // each ring has 6 segments
                for (int segment = 0; segment < 6; segment++)
                {
                    // each step needs to be calculated in a particular direction with ring steps
                    for (int step = 0; step < ring; step++)
                    {
                        currentCoord = currentCoord.Step(ClockWiseDirections[segment]);
                        coords.Add(currentCoord);
                    }
                }
            }

            return(coords.ToArray());
        }
 /// <summary>
 /// Returns neighbour coordinates of the input coordinate
 /// </summary>
 /// <param name="coordinate"></param>
 /// <returns></returns>
 public SHexCoordinate[] GetNeighbours(SHexCoordinate coordinate)
 {
     return(new SHexCoordinate[]
     {
         GetNeighbour(coordinate, EHexDirection.UP_RIGHT),
         GetNeighbour(coordinate, EHexDirection.RIGHT),
         GetNeighbour(coordinate, EHexDirection.DOWN_RIGHT),
         GetNeighbour(coordinate, EHexDirection.DOWN_LEFT),
         GetNeighbour(coordinate, EHexDirection.LEFT),
         GetNeighbour(coordinate, EHexDirection.UP_LEFT)
     });
 }
        /// <summary>
        /// Returns the neighbouring hex coordinate in a direction
        /// </summary>
        /// <param name="coordinate"></param>
        /// <param name="direction"></param>
        /// <returns></returns>
        public SHexCoordinate GetNeighbour(SHexCoordinate coordinate, EHexDirection direction)
        {
            switch (direction)
            {
            case EHexDirection.UP_RIGHT: return(new SHexCoordinate(coordinate.X + 1, coordinate.Y));

            case EHexDirection.RIGHT: return(new SHexCoordinate(coordinate.X, coordinate.Y + 1));

            case EHexDirection.DOWN_RIGHT: return(new SHexCoordinate(coordinate.X - 1, coordinate.Y + 1));

            case EHexDirection.DOWN_LEFT: return(new SHexCoordinate(coordinate.X - 1, coordinate.Y));

            case EHexDirection.LEFT: return(new SHexCoordinate(coordinate.X, coordinate.Y - 1));

            case EHexDirection.UP_LEFT: return(new SHexCoordinate(coordinate.X + 1, coordinate.Y - 1));
            }

            return(SHexCoordinate.Zero);
        }
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 /// <summary>
 /// Construct a 2D array of Hexcoordinates to represent the grid
 /// </summary>
 /// <param name="dimensions"></param>
 public HexGrid2D(DiscreteVector2 dimensions)
 {
     Grid = SHexCoordinate.Grid2D(dimensions);
 }
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 /// <summary>
 /// Print the SHexCooridinate in the format [x, y, z]
 /// </summary>
 /// <param name="coord"></param>
 public static string Print(this SHexCoordinate c)
 {
     return($"[{c.X}, {c.Y}, {c.Z}]");
 }
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        /// <summary>
        /// Returns the euclidian position of a hex based on coords
        /// </summary>
        /// <param name="coord"></param>
        /// <returns></returns>
        public Vector3 GetPosition(SHexCoordinate coord)
        {
            Vector2 pos = _converter.Calculator.EuclidianPosition(coord);

            return(new Vector3(pos.x + transform.position.x, transform.position.y, pos.y + transform.position.z));
        }