public void MoveToNextTileInPath() { MoveUnit(path.First()); movementLeft--; grid.DiscoverArea(path.First(), 2); path.RemoveAt(0); }
public void Settle() { if (selectedUnit != null && selectedUnit.type == Unit.UnitTypes.Settler) { TileCell cell = selectedUnit.cell; GameObject go = Instantiate(cityCenterPrefab); go.transform.position = new Vector3(cell.x, 0, cell.y); grid.DiscoverArea(cell, 3, false); DeleteUnit(selectedUnit); city.ActivateCity(); GameObject.Find("Canvas").transform.Find("Settler").gameObject.SetActive(false); city.cell = cell; city.PlaceZone(cell, Zones.Civic); } }
// Start is called before the first frame update void Start() { city = GameObject.Find("City").GetComponent <City>(); pathfinder = GameObject.Find("Pathfinder").GetComponent <Pathfinding>(); grid = GameObject.Find("Grid").GetComponent <TileGrid>(); GameObject goUnit = Instantiate(unitPrefab); goUnit.transform.position = new Vector3(0, 0, 0); TileCell unitsCell = grid.cells.First(p => p.x == 0 && p.y == 0); unitsCell.SetUnit(goUnit); goUnit.GetComponent <Unit>().SetTileCell(unitsCell); units.Add(goUnit.GetComponent <Unit>()); grid.DiscoverArea(unitsCell, 2); grid.RenderTileUI(); }