void Update() { FogOfWar fow = FogOfWar.GetFogOfWarTeam(team); if (fow == null) { Debug.LogWarning("There is no Fog Of War team for team #" + team.ToString()); return; } bool visible = fow.GetFogValue(_transform.position) < minFogStrength; if (_renderer != null) { _renderer.enabled = visible; } if (_graphic != null) { _graphic.enabled = visible; } if (_canvas != null) { _canvas.enabled = visible; } }
void Update() { bool visible = !FogOfWar.GetFogOfWarTeam(team).IsInFog(_transform.position, minFogStrength); if (_renderer != null) { _renderer.enabled = visible; } if (_graphic != null) { _graphic.enabled = visible; } if (_canvas != null) { _canvas.enabled = visible; } }
void Update() { if (_isInFog == FogOfWar.GetFogOfWarTeam(team).IsInFog(_transform.position, minFogStrength)) { return; } _isInFog = !_isInFog; if (_isInFog) { onFogEnter.Invoke(); } else { onFogExit.Invoke(); } }
void Update() { _transform.position = Vector2.MoveTowards(_transform.position, _targetPosition, Time.deltaTime * movementSpeed); if (cameraTransform != null) { cameraTransform.position = _transform.position + Vector3.back * 10; } if (Input.GetKeyDown(KeyCode.Space)) { FogOfWar.GetFogOfWarTeam(0).SetAll(255); } if (Vector2.Distance(_transform.position, _targetPosition) < 0.01f) { Vector2 dir = Vector2.zero; if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) { ++dir.y; } else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) { ++dir.x; } else if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)) { --dir.y; } else if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) { --dir.x; } if (dir.sqrMagnitude > 0.1f) { RaycastHit2D hit = Physics2D.Raycast(_targetPosition, dir, 1); if (hit.collider == null) { _targetPosition += dir; } } } }
void Update() { bool isinfog = FogOfWar.GetFogOfWarTeam(team).GetFogValue(_transform.position) < (byte)(minFogStrength * 255); if (_isInFog == isinfog) { return; } _isInFog = !_isInFog; if (_isInFog) { onFogEnter.Invoke(); } else { onFogExit.Invoke(); } }
void OnRenderImage(RenderTexture source, RenderTexture destination) { FogOfWar.GetFogOfWarTeam(team).RenderFog(source, destination, _camera); }