public static Vector3 GetJunctionPosition(int[] startingPosition, Directions currentDirection) //get position of next junction based on given starting positiong and movement direction { int[] nextJunction = MapUtility.FindNextJunction(startingPosition, currentDirection); float[] nextJunctionCoordinates = MapUtility.TranslateMapToLevelCoordinates(nextJunction); Vector3 movePosition = new Vector3(nextJunctionCoordinates[1], 2.55f, nextJunctionCoordinates[0]); return(movePosition); }
List <int> GetDistances(List <Directions> availableDirs, GameObject target) { List <int> rList = new List <int>(); int len = availableDirs.Count; int[] targetPosition; PlayerMotion targetMotion = target.GetComponent <PlayerMotion>(); if (type == EnemyType.Aggressive || targetMotion.GetMoveDirection() == Directions.None) { targetPosition = MapUtility.TranslateWorldToMapCoordinates(target); } else { targetPosition = MapUtility.FindNextJunction(targetMotion.GetPosition(), targetMotion.GetCurrentDirection()); } int[] currentPosition = MapUtility.TranslateWorldToMapCoordinates(transform.gameObject); int[] junction = new int[2]; Vector3 junction1 = new Vector3(); for (int i = 0; i < len; i++) { try { junction = MapUtility.FindNextJunction(currentPosition, availableDirs[i]); } catch (Exception e) { e.GetType(); junction1 = MapUtility.GetDeadEndPosition(MapUtility.TranslateWorldToMapCoordinates(transform.gameObject), transform.gameObject, availableDirs[i]); junction = MapUtility.TranslateWorldToMapCoordinates(junction1); } rList.Add(MapUtility.GetDistance(targetPosition, junction)); } return(rList); }