예제 #1
0
        public override void Remove(FormationManager.SlotAssignment slotAssignment)
        {
            positions.RemoveAt(slotAssignment.slotNumber);

            /*Debug.Log("removing " + slotAssignment.slotNumber);
            string str = "pattern: ";
            for(int i = 0; i < positions.Count; ++i)
                str += positions[i] + " ";
            Debug.Log(str);*/
        }
예제 #2
0
        public override void Add(FormationManager.SlotAssignment slotAssignment)
        {
            var v = getRandomVector();

            positions.Add(v);

            /*string str = "pattern: ";
            for(int i = 0; i < positions.Count; ++i)
                str += positions[i] + " ";
            Debug.Log(str);*/
        }
예제 #3
0
 public override void Remove(FormationManager.SlotAssignment slotAssignment)
 {
     positions.RemoveAt(slotAssignment.slotNumber);
 }
예제 #4
0
 public override void Add(FormationManager.SlotAssignment slotAssignment)
 {
     var pos = anchor.position + genPointInEclipse(a, b, c);
     positions.Add(pos - anchor.position);
 }
예제 #5
0
 public override void Remove(FormationManager.SlotAssignment slotAssignment)
 {
 }
예제 #6
0
 public override void Add(FormationManager.SlotAssignment slotAssignment)
 {
     float distance = UnityEngine.Random.Range(0f, length);
     distances.Add(distance);
 }
예제 #7
0
 public PatternSteering(Entity _character, FormationManager _manager)
 {
     character = _character;
     manager = _manager;
 }
예제 #8
0
 public abstract void Remove(FormationManager.SlotAssignment slotAssignment);
예제 #9
0
 public abstract void Add(FormationManager.SlotAssignment slotAssignment);