public void FPlaceNode(int ixX, int ixY, ED_RP_Grd grd) { Vector3 vRecPos = grd.mSquares[ixX, ixY].transform.position; ED_OP_GFX_RT_ND n = Instantiate(GFX_Rt_Nd, vRecPos, transform.rotation); n.mIxX = ixX; n.mIxY = ixY; rRouteNodes.Add(n); n.transform.SetParent(grd.transform); }
public void FPlaceFirst(int ixX, int ixY, ED_RP_Grd grd) { rRouteNodes = new List <ED_OP_GFX_RT_ND>(); // Put a route node down right where the player is. Vector3 vRecPos = grd.mSquares[ixX, ixY].transform.position; ED_OP_GFX_RT_ND n = Instantiate(GFX_Rt_Nd, vRecPos, transform.rotation); n.mIxX = ixX; n.mIxY = ixY; rRouteNodes.Add(n); n.transform.SetParent(grd.transform); }
public void FRenderSet(List <DATA_ORoute> rRoutes, List <ED_RP_Rec> rRecs, int grdToYards, ED_RP_Grd grd) { // ------------ delete the old graphics from the scene. ED_RP_GFX_Rt[] rtGfx = FindObjectsOfType <ED_RP_GFX_Rt>(); foreach (ED_RP_GFX_Rt g in rtGfx) { Destroy(g.gameObject); } // ------------ render the routes for (int i = 0; i < rRoutes.Count; i++) { for (int j = 0; j < rRecs.Count; j++) { if (rRecs[j].mTag == rRoutes[i].mOwner) { // now render the route from his perspective. TDC_IntVec iVecConv = new TDC_IntVec(rRecs[j].mIxX, rRecs[j].mIxY); for (int k = 1; k < rRoutes[i].mSpots.Count; k++) { Vector2 vSpot = rRoutes[i].mSpots[k]; TDC_IntVec v = new TDC_IntVec((int)vSpot.x + iVecConv.x, (int)vSpot.y + iVecConv.y); vSpot = rRoutes[i].mSpots[k - 1]; TDC_IntVec v1 = new TDC_IntVec((int)vSpot.x + iVecConv.x, (int)vSpot.y + iVecConv.y); ED_RP_GFX_Rt g = Instantiate(GFX_RtNd, grd.mSquares[v.x, v.y].transform.position, transform.rotation); g.transform.SetParent(grd.transform); RenderTrail(grd.mSquares[v.x, v.y].transform.position, grd.mSquares[v1.x, v1.y].transform.position, grd); } } } } }