public void init(worldScript _myWorldScript, int x, int y, int w, int h, int _i) { myWorldScript = _myWorldScript; posX = x; posY = y; width = w; height = h; tFactor = 0f; id = _i; currentTile = myWorldScript.getTileXY(posX, posY); myDirection = getInitialDirection(currentTile, myDirection); prevDirection = myDirection; switch (myDirection) { case directions.NORTH: transform.Rotate(new Vector3(1, 0, 0), 90f); transform.localPosition = new Vector3(transform.localPosition.x + 0.5f, transform.localPosition.y, transform.localPosition.z); nextPos = new Vector3((posX - (width / 2)) * 2 + 0.5f, 1.5f, (((posY - 1) - (height / 2)) * -1) * 2); break; case directions.SOUTH: transform.Rotate(new Vector3(1, 0, 0), 270f); transform.localPosition = new Vector3(transform.localPosition.x - 0.5f, transform.localPosition.y, transform.localPosition.z); nextPos = new Vector3((posX - (width / 2)) * 2 - 0.5f, 1.5f, (((posY + 1) - (height / 2)) * -1) * 2); break; case directions.WEST: transform.Rotate(new Vector3(1, 0, 0), 0f); transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z + 0.5f); nextPos = new Vector3(((posX - 1) - (width / 2)) * 2, 1.5f, ((posY - (height / 2)) * -1) * 2 + 0.5f); break; case directions.EAST: transform.Rotate(new Vector3(1, 0, 0), 180f); transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z - 0.5f); nextPos = new Vector3(((posX + 1) - (width / 2)) * 2, 1.5f, ((posY - (height / 2)) * -1) * 2 - 0.5f); break; } currentPos = transform.localPosition; prevPos = currentPos; }
void setNewDirection(directions currentDirection) { prevDirection = currentDirection; currentTile = myWorldScript.getTileXY(posX, posY); if (currentTile.whichType != tileTypes.NULL) { switch (currentDirection) { case directions.NORTH: case directions.SOUTH: if (Random.Range(0, 10) > 3) { } //70% chance of continuing the same direction else //turn left or right, or inverting the direction { if ((myWorldScript.getTileXY(posX - 1, posY).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX + 1, posY).whichType == tileTypes.BUILDING)) //horizontal { if (Random.Range(0, 2) == 0) { myDirection = directions.EAST; } else { myDirection = directions.WEST; } } else if ((myWorldScript.getTileXY(posX - 1, posY).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX + 1, posY).whichType != tileTypes.BUILDING)) //WEST { myDirection = directions.WEST; } else if ((myWorldScript.getTileXY(posX + 1, posY).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX - 1, posY).whichType != tileTypes.BUILDING)) //EAST { myDirection = directions.EAST; } else if ((currentDirection == directions.SOUTH) && (myWorldScript.getTileXY(posX, posY - 1).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX, posY + 1).whichType != tileTypes.BUILDING)) { myDirection = directions.NORTH; } else if ((currentDirection == directions.NORTH) && (myWorldScript.getTileXY(posX, posY + 1).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX, posY - 1).whichType != tileTypes.BUILDING)) { myDirection = directions.SOUTH; } } break; case directions.WEST: case directions.EAST: if (Random.Range(0, 10) > 3) { } //70% chance of continuing the same direction else //turn up or down, or inverting the direction { if ((myWorldScript.getTileXY(posX, posY - 1).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX, posY + 1).whichType == tileTypes.BUILDING)) //horizontal { if (Random.Range(0, 2) == 0) { myDirection = directions.NORTH; } else { myDirection = directions.SOUTH; } } else if ((myWorldScript.getTileXY(posX, posY - 1).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX, posY + 1).whichType != tileTypes.BUILDING)) { myDirection = directions.NORTH; } else if ((myWorldScript.getTileXY(posX, posY + 1).whichType == tileTypes.BUILDING) && (myWorldScript.getTileXY(posX, posY - 1).whichType != tileTypes.BUILDING)) { myDirection = directions.SOUTH; } } break; } switch (myDirection) { case directions.NORTH: currentTile = myWorldScript.getTileXY(posX, posY - 1); if ((currentTile.whichType == tileTypes.BUILDING) || ((currentTile.whichType == tileTypes.ROAD) && (currentTile.whichRoadType == roadTypes.CROSS_HORIZONTAL))) { posY--; nextPos = new Vector3((posX - (width / 2)) * 2 + 0.5f, 1.5f, ((posY - (height / 2)) * -1) * 2); } else { myDirection = directions.SOUTH; } break; case directions.SOUTH: currentTile = myWorldScript.getTileXY(posX, posY + 1); if ((currentTile.whichType == tileTypes.BUILDING) || ((currentTile.whichType == tileTypes.ROAD) && (currentTile.whichRoadType == roadTypes.CROSS_HORIZONTAL))) { posY++; nextPos = new Vector3((posX - (width / 2)) * 2 - 0.5f, 1.5f, ((posY - (height / 2)) * -1) * 2); } else { myDirection = directions.NORTH; } break; case directions.WEST: currentTile = myWorldScript.getTileXY(posX - 1, posY); if ((currentTile.whichType == tileTypes.BUILDING) || ((currentTile.whichType == tileTypes.ROAD) && (currentTile.whichRoadType == roadTypes.CROSS_VERTICAL))) { posX--; nextPos = new Vector3((posX - (width / 2)) * 2, 1.5f, ((posY - (height / 2)) * -1) * 2 + 0.5f); } else { myDirection = directions.EAST; } break; case directions.EAST: currentTile = myWorldScript.getTileXY(posX + 1, posY); if ((currentTile.whichType == tileTypes.BUILDING) || ((currentTile.whichType == tileTypes.ROAD) && (currentTile.whichRoadType == roadTypes.CROSS_VERTICAL))) { posX++; nextPos = new Vector3((posX - (width / 2)) * 2, 1.5f, ((posY - (height / 2)) * -1) * 2 - 0.5f); } else { myDirection = directions.WEST; } break; } } currentPos = transform.localPosition; randomSpeed = Random.Range(-0.015f, +0.015f); }
void setNewDirection(directions currentDirection) { prevDirection = currentDirection; currentTile = myWorldScript.getTileXY(posX, posY); if (currentTile.whichType != tileTypes.NULL) { switch (currentDirection) { case directions.NORTH: case directions.SOUTH: if (Random.Range(0, 10) > 3) { } //70% chance of continuing the same direction else //turn left or right, or inverting the direction { if ((currentTile.neighborgs[2] == true) && (currentTile.neighborgs[3] == true)) //horizontal { if (Random.Range(0, 2) == 0) { myDirection = directions.EAST; } else { myDirection = directions.WEST; } } else if ((currentTile.neighborgs[2] == true) && (currentTile.neighborgs[3] == false)) //WEST { myDirection = directions.WEST; } else if ((currentTile.neighborgs[2] == false) && (currentTile.neighborgs[3] == true)) //EAST { myDirection = directions.EAST; } else if ((currentDirection == directions.SOUTH) && (currentTile.neighborgs[0] == true) && (currentTile.neighborgs[1] == false)) { myDirection = directions.NORTH; } else if ((currentDirection == directions.NORTH) && (currentTile.neighborgs[0] == false) && (currentTile.neighborgs[1] == true)) { myDirection = directions.SOUTH; } } break; case directions.WEST: case directions.EAST: if (Random.Range(0, 10) > 3) { } //70% chance of continuing the same direction else //turn up or down, or inverting the direction { if ((currentTile.neighborgs[0] == true) && (currentTile.neighborgs[1] == true)) //vertical { if (Random.Range(0, 2) == 0) { myDirection = directions.NORTH; } else { myDirection = directions.SOUTH; } } else if ((currentTile.neighborgs[0] == true) && (currentTile.neighborgs[1] == false)) //north { myDirection = directions.NORTH; } else if ((currentTile.neighborgs[0] == false) && (currentTile.neighborgs[1] == true)) //south { myDirection = directions.SOUTH; } } break; } switch (myDirection) { case directions.NORTH: currentTile = myWorldScript.getTileXY(posX, posY - 1); if (prevDirection != directions.NORTH) { if (prevDirection == directions.WEST) { transform.Rotate(new Vector3(1, 0, 0), 90f * 3f); } else { transform.Rotate(new Vector3(1, 0, 0), 90f); } } if ((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[0] == true)) { posY--; nextPos = new Vector3((posX - (width / 2)) * 2 + 0.5f, 1.5f, ((posY - (height / 2)) * -1) * 2); } else if ((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[0] == false)) ////////////////////// { transform.Rotate(new Vector3(1, 0, 0), 180f); myDirection = directions.SOUTH; } break; case directions.SOUTH: currentTile = myWorldScript.getTileXY(posX, posY + 1); if (prevDirection != directions.SOUTH) { if (prevDirection == directions.WEST) { transform.Rotate(new Vector3(1, 0, 0), 90f); } else { transform.Rotate(new Vector3(1, 0, 0), 90f * 3f); } } if ((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[1] == true)) { posY++; nextPos = new Vector3((posX - (width / 2)) * 2 - 0.5f, 1.5f, ((posY - (height / 2)) * -1) * 2); } else if ((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[1] == false)) ////////////////////// { transform.Rotate(new Vector3(1, 0, 0), 180f); myDirection = directions.NORTH; } break; case directions.WEST: currentTile = myWorldScript.getTileXY(posX - 1, posY); if (prevDirection != directions.WEST) { if (prevDirection == directions.NORTH) { transform.Rotate(new Vector3(1, 0, 0), 90f * 3f); } else { transform.Rotate(new Vector3(1, 0, 0), 90f); } } if ((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[3] == true)) { posX--; nextPos = new Vector3((posX - (width / 2)) * 2, 1.5f, ((posY - (height / 2)) * -1) * 2 + 0.5f); } else if (((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[2] == false)) || (currentTile.whichType != tileTypes.BUILDING)) { transform.Rotate(new Vector3(1, 0, 0), 180f); myDirection = directions.EAST; } break; case directions.EAST: currentTile = myWorldScript.getTileXY(posX + 1, posY); if (prevDirection != directions.EAST) { if (prevDirection == directions.NORTH) { transform.Rotate(new Vector3(1, 0, 0), 90f); } else { transform.Rotate(new Vector3(1, 0, 0), 90f * 3f); } } if ((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[2] == true)) { posX++; nextPos = new Vector3((posX - (width / 2)) * 2, 1.5f, ((posY - (height / 2)) * -1) * 2 - 0.5f); } else if (((currentTile.whichType != tileTypes.NULL) && (currentTile.neighborgs[3] == false)) || (currentTile.whichType != tileTypes.BUILDING)) { transform.Rotate(new Vector3(1, 0, 0), 180f); myDirection = directions.WEST; } break; } } currentPos = transform.localPosition; }