public void SetGridPointContent(Vector2 pos, Point.PointContent newContent) { int posX = Mathf.FloorToInt((pos.x - transform.position.x) / WorldManager.gridSize); int posY = Mathf.FloorToInt((pos.y - transform.position.z) / WorldManager.gridSize); pointArray[posX, posY].contains = newContent; if (newContent == Point.PointContent.Path) { pointArray[posX, posY].buildable = false; } if (newContent == Point.PointContent.Building) { pointArray[posX, posY].buildable = false; } if (newContent == Point.PointContent.Resource) { pointArray[posX, posY].buildable = false; } if (newContent == Point.PointContent.Empty) { pointArray[posX, posY].buildable = true; } //Debug.Log("added: "+pointArray[posX, posY].contains + " at: " + posX + "," + posY); }
private void SetGridPoints(Point.PointContent _fill) { Vector3 pos = transform.position; float gridSize = WorldManager.gridSize; Map worldMap = WorldManager.GetMap(); float offsetX = ((size.x + 1) % 2) * (gridSize / 2); float offsetZ = ((size.y + 1) % 2) * (gridSize / 2); for (int i = 0; i < size.x; i++) { for (int j = 0; j < size.y; j++) { Vector3 pointPos = new Vector3(pos.x - ((Mathf.FloorToInt((size.x - 1) / 2) * gridSize) + offsetX) + (gridSize * i), pos.y, pos.z - ((Mathf.FloorToInt((size.y - 1) / 2) * gridSize) + offsetZ) + (gridSize * j)); worldMap.SetGridPointContent(new Vector2(pointPos.x, pointPos.z), _fill); } } }
private void SetGridPoints(Point.PointContent _fill) { Vector3 pos = transform.position; //Debug.Log(pos); float gridSize = WorldManager.gridSize; Map worldMap = WorldManager.GetMap(); float offsetX = ((buildingData.TileSizeX + 1) % 2) * (gridSize / 2); float offsetZ = ((buildingData.TileSizeZ + 1) % 2) * (gridSize / 2); for (int i = 0; i < buildingData.TileSizeX; i++) { for (int j = 0; j < buildingData.TileSizeZ; j++) { Vector3 pointPos = new Vector3(pos.x - ((Mathf.FloorToInt((buildingData.TileSizeX - 1) / 2) * gridSize) + offsetX) + (gridSize * i), pos.y, pos.z - ((Mathf.FloorToInt((buildingData.TileSizeZ - 1) / 2) * gridSize) + offsetZ) + (gridSize * j)); worldMap.SetGridPointContent(new Vector2(pointPos.x, pointPos.z), _fill); } } }
public void SetGridPointContent(Vector2 pos, Point.PointContent newContent) { int posX = Mathf.FloorToInt((pos.x - transform.position.x) / WorldManager.gridSize); int posY = Mathf.FloorToInt((pos.y - transform.position.z) / WorldManager.gridSize); gridMap[posX, posY].contains = newContent; if (newContent == Point.PointContent.Path) { gridMap[posX, posY].buildable = false; } if (newContent == Point.PointContent.Building) { gridMap[posX, posY].buildable = false; } if (newContent == Point.PointContent.Resource) { gridMap[posX, posY].buildable = false; } if (newContent == Point.PointContent.Empty) { gridMap[posX, posY].buildable = true; } }