コード例 #1
0
    void CheckGridPoint(Vector3 target)
    {
        //check if out of bounds
        //first check if own side
        var b = map.AreaOwnerAtPoint(Utility.GetNearestPointOnGrid(target));
        //check if there is a wall
        var w = Physics.OverlapBox(target, (Vector3.one * 0.1f), Quaternion.identity, walls);
        // check if there is a turret
        var t = Physics.OverlapBox(target, (Vector3.one * 0.1f), Quaternion.identity, turret);
        // checkk if there is the castle
        var c = Physics.OverlapBox(target, (Vector3.one * 0.1f), Quaternion.identity, castle);

        if ((w.Length > 0) || (t.Length > 0) || (c.Length > 0) || (b != pm.id))
        {
            clear = false;
        }
        else
        {
            clear = true;
        }
    }
コード例 #2
0
    public bool FloodFillPlayerArea(Vector2Int startingPoint, int playerID)
    {
        // This is where we store the found points that we'll fill
        HashSet <Vector2Int> filled = new HashSet <Vector2Int>();
        // This is where we store the places that still need to be
        // checked for expanding the floodfill
        var fringe = new List <Vector2Int>();

        fringe.Add(startingPoint);

        var dirOffsets = new Vector2Int[] {
            Vector2Int.left, Vector2Int.up, Vector2Int.right, Vector2Int.down
        };



        // process remaining points as long as there are any
        while (fringe.Count > 0)
        {
            // we always take out the last one first (more efficient)
            var point = fringe[fringe.Count - 1];
            fringe.RemoveAt(fringe.Count - 1);

            // check if this point should be disqualified for fill for any reason:
            // if this was already filled, move on to checking the next point
            if (filled.Contains(point))
            {
                continue;
            }
            // if this is outside the grid or in unusable space, also disqualified
            if (map.AreaOwnerAtPoint(point) == -1)
            {
                return(false);
            }
            var checkForWalls = Physics.OverlapBox(new Vector3(point.x, 0, point.y), boxsize,
                                                   Quaternion.identity, walls);
            if (checkForWalls.Length > 0)
            {
                continue;
            }
            // add point to filled, then queue up the next points to try to expand
            filled.Add(point);
            for (int i = 0; i < 4; i++)
            {
                var neighbor = point + dirOffsets[i];
                fringe.Add(neighbor);
            }
        }

        // now we can do whatever with the points we found
        foreach (var point in filled)
        {
            var checkForIndicator = Physics.OverlapBox(new Vector3(point.x, 0, point.y), boxsize,
                                                       Quaternion.identity, indicators);
            if (checkForIndicator.Length > 0)
            {
                continue;
            }
            else
            {
                var indi = Instantiate(indicator, new Vector3(point.x, 0, point.y), Quaternion.identity);
            }
        }

        //foreach (var script in pms) {
        //    var id = script.id;
        //    if (id == playerID) {
        //        script.loosing = false;
        //    }continue;
        //}
        return(true);
    }