//Returns the terrain difficulty modifier as a float, is taken into account but currently tiles dont have different modifiers private float GetTerrainDifficulty(TerrainMovementModifier i) { switch (i) { case TerrainMovementModifier.Easy: return(0.75f); case TerrainMovementModifier.Normal: return(1.0f); case TerrainMovementModifier.Hard: return(1.25f); default: return(1.0f); } }
private void Start() { //Sets the value of all required variables _map = this.transform.parent.GetComponent <Map>(); uint _numberOfPlayers = _map.GetNumberOfPlayers(); _factionInfluence = new bool[_numberOfPlayers]; _renderer = this.transform.GetComponent <SpriteRenderer>(); _movementRequirement = 1.0f; _movementRestriction = MovementType.Passable; _movementModifer = TerrainMovementModifier.Normal; if (_cooridnates._x == 3 && _cooridnates._y == 3) { Colour = Color.black; _movementRequirement = 5; } }