コード例 #1
0
 void initGrid()
 {
     Debug.Log("Initializing grid for combat...");
     for (int y = 0; y <= 4; y++)
     {
         for (int x = 0; x < 10; x++)
         {
             CombatCell combatCellData = GetCellAt(x, y);
             combatCellData.dataUnit = new CombatDataUnit();
         }
     }
 }
コード例 #2
0
ファイル: Enemy.cs プロジェクト: TommasoBassini/Rpg_Roguelike
    public void NearestCellToPlayer(Vector2 _pos, int raggio, GameObject playerNear)
    {
        if (playerNear.GetComponent <Player>() != null)
        {
            Player     player              = playerNear.GetComponent <Player>();
            CombatCell nearestCell         = null;
            int        nearestCellDistance = 10000;

            int _x = (int)_pos.x;
            int _y = (int)_pos.y;

            // incomincia a scansionare l'area
            for (int i = (_x - raggio); i <= (_x + raggio); i++)
            {
                for (int y = (_y - raggio); y <= (_y + raggio); y++)
                {
                    if (i < 0)
                    {
                        continue;
                    }
                    if (y < 0)
                    {
                        continue;
                    }
                    if (i > base.grid.width - 1)
                    {
                        continue;
                    }
                    if (y > base.grid.height - 1)
                    {
                        continue;
                    }

                    int distance = Mathf.Abs(i - (int)player.pos.x) + Mathf.Abs(y - (int)player.pos.y);
                    if (distance <= nearestCellDistance && !base.grid.cells[i, y].isOccupied && Mathf.Abs(i - _x) + Mathf.Abs(y - _y) < raggio)
                    {
                        nearestCellDistance = distance;
                        nearestCell         = base.grid.cells[i, y];
                    }
                }
            }

            if (nearestCell != null)
            {
                StartCoroutine(GoToEndCell(_pos, nearestCell.pos));
            }
        }
        else
        {
            FindNearestPlayer();
        }
    }
コード例 #3
0
 void createGrid()
 {
     Debug.Log("Creating grid objects...");
     for (int y = 0; y <= 4; y++)
     {
         for (int x = 0; x < 10; x++)
         {
             GameObject newCombatCell  = Instantiate(combatCellPrefab, combatGridGameObject.transform);
             CombatCell combatCellData = newCombatCell.GetComponent <CombatCell>();
             combatCellData.dataUnit = new CombatDataUnit();
             combatCellData.locX     = x;
             combatCellData.locY     = y;
             combatGridUI.Add(combatCellData);
         }
     }
 }