/// <summary> /// Show the path the character will take when moving to the endTile. /// </summary> /// <param name="endTile"></param> public void ShowMove(MapTile endTile) { battleMap.ClearMovement(); endTile.target = true; path.Clear(); MapTile cTile = endTile; while (cTile.parent != null) { path.Push(cTile); cTile.pathable = true; cTile = cTile.parent; } }
/// <summary> /// Used when selecting a tile to move to. /// </summary> /// <param name="x"></param> /// <param name="y"></param> private void MoveHover() { MapTile tile = battleMap.GetTile(cursorX.value, cursorY.value); if (currentMenumode.value == (int)MenuMode.FORMATION) { battleMap.ClearTargets(); moveTile.value = tile; target.value = tile; selectCharacter.value.currentTile.target = true; tile.target = true; updateCharacterUI.Invoke(); } else { if (tile.selectable) { moveTile.value = tile; selectCharacter.value.ShowMove(tile); updateCharacterUI.Invoke(); } else { moveTile.value = null; battleMap.ClearMovement(); } } // Add features to allow the play to attack and heal target with movement. }