public void SetUpTestWorld(List <ITileMapData> models) { //draws the initial map foreach (ITileMapData m in models) { mapModels.Add(m); } CurrentMap = models[0]; print("Map is set up"); SyncCurrentMap(); }
public void ChangeMap() { currentMapIndex++; if (currentMapIndex > mapModels.Count - 1) { CurrentMap = mapModels[0]; currentMapIndex = 0; } else { CurrentMap = mapModels[currentMapIndex]; } Debug.Log("Changed to Map: " + currentMap.mapID); SyncCurrentMap(); GameManager.instance.characters[0].SetToTile(currentMap.tiles[(int)CurrentMap.mapSize.x / 2, (int)CurrentMap.mapSize.y / 2]); }
private static ISolver <Tile> CreateForTileData(ITileMapData tileData, Algorithms algorithm) { switch (algorithm) { case Algorithms.AStar: return(new AStar <Tile>(tileData, algorithm)); case Algorithms.DijkstraAlgorithm: return(new Dijkstra <Tile>(tileData, algorithm)); case Algorithms.ThetaStar: return(new ThetaStar <Tile>(tileData, algorithm)); case Algorithms.LPAStar: return(new LPAStar <Tile>(tileData, algorithm)); case Algorithms.DStarLite: return(new DStarLite <Tile>(tileData, algorithm)); } throw new NotImplementedException(); }
public static void SetMap(ITileMapData newMap) { CurrentMap = newMap; }