Exemplo n.º 1
0
        /// <summary>
        /// 创建一条路径
        /// </summary>
        public bool CreateRoute()
        {
            pointList.Clear();

            pointIndex   = 1;
            currentIndex = 0;

            pointList.Add(Player.transform.localPosition);
            //
            Vector3 axis = new Vector3(0, 0, 1);

            int dir = Random.Range(0, 2) == 0 ? 1 : -1;

            Vector3 ov = this.player.Direction * moveDis;

            Vector3 v1 = ov;
            Vector3 v3 = Quaternion.AngleAxis(90 * dir, axis) * v1;
            Vector3 v2 = v1 + v3;

            pointList.Add(Player.transform.localPosition + v1);
            pointList.Add(Player.transform.localPosition + v2);
            pointList.Add(Player.transform.localPosition + v3);


            GameObject go = Resources.Load <GameObject>(AssetPathUtil.GetPlayerPath(0));

            for (int i = 1; i < pointList.Count; i++)
            {
                //GameObject o = GameObject.Instantiate<GameObject>(go);
                //o.transform.localPosition = pointList[i];
                //o.transform.SetParent(LayerManager.mapLayer, false);
            }

            isRandomDir = false;

            foreach (var item in pointList)
            {
                if (MapManager.GetGridByPos(item) == null || MapManager.IsNearSideByPos(item))
                {
                    return(false);
                }
            }



            _isCreateRoute = true;
            return(true);
        }
Exemplo n.º 2
0
    public Player()
    {
        tree = AIManager.GetTree(this);

        mineList = new List <MapGrid>();

        GameObject go = Resources.Load <GameObject>(AssetPathUtil.GetPlayerPath(0));

        obj = GameObject.Instantiate <GameObject>(go);

        spRender = obj.GetComponent <SpriteRenderer>();
        spRender.sortingLayerName = LayerUtil.SORTING_LAYER_PLAYER;

        Color = new Color(156 / 255F, 255 / 255f, 137 / 255f);

        checkGrid = new CheckGrid(this);

        //_direction = new Vector3(-0.3f, -1, 0).normalized;
    }