private List <Vector3Int> CheckPassableTiles(Vector2 startPos, Vector2 targetPos) { List <Vector3Int> passableTiles = new List <Vector3Int>(); List <Vector3Int> positionList = MatrixManager.GetTiles(startPos, targetPos, travelDistance); for (int i = 0; i < positionList.Count; i++) { if (!MatrixManager.IsAtmosPassableAt(positionList[i], true)) { return(passableTiles); } passableTiles.Add(positionList[i]); } return(passableTiles); }
/// <summary> /// Checks if the indicated tile is totally impassable. /// </summary> /// <param name="tileWorldPosition"></param> /// <returns></returns> public static bool IsTotallyImpassable(Vector3Int tileWorldPosition) { return(!MatrixManager.IsPassableAtAllMatricesOneTile(tileWorldPosition, true) && !MatrixManager.IsAtmosPassableAt(tileWorldPosition, true)); }
private static bool IsTotallyImpassable(Vector3Int tileWorldPosition) { return(!MatrixManager.IsPassableAt(tileWorldPosition, true) && !MatrixManager.IsAtmosPassableAt(tileWorldPosition, true)); }