Exemplo n.º 1
0
    /// <summary>
    /// Tells the unit to follow the specified path.
    /// </summary>
    /// <param name="path">The path to be followed by this unit</param>
    public HexDirection TravelPath(List <BattleHex> path)
    {
        if (path.Count == 1)
        {
            return(_facingDirection);
        }

        float currentRotation = Mathf.Round(base.transform.eulerAngles.y);

        Vector3 startPosition = Vector3.zero;
        Vector3 endPosition   = this.CurrentHexTile.WorldPosition;

        HexDirection facingDirection = _facingDirection;

        for (var i = 0; i < path.Count - 1; i++)
        {
            BattleHex current = path[i];
            BattleHex next    = path[i + 1];

            HexDirection requiredDirection = HexHelpers.GetTargetDirection(current, next);

            float requiredRotation = HexHelpers.GetTargetDegrees(requiredDirection);

            if (i == 0 && currentRotation != requiredRotation)
            {
                _actions.Enqueue(new UnitRotation(this, currentRotation, requiredRotation));
                currentRotation = requiredRotation;
                facingDirection = requiredDirection;
            }

            float distance      = current.TileLength;
            float speedModifier = 1f;

            if (i == 0)
            {
                distance     /= 2f;
                speedModifier = 2f;
            }

            startPosition = endPosition;

            endPosition = next.GetEdge(requiredDirection);

            HexDirection requiredFacingDirection = HexHelpers.ReverseDirection(requiredDirection);

            _actions.Enqueue(new UnitMovement(this, startPosition, endPosition, current, facingDirection, requiredFacingDirection, currentRotation, requiredRotation, speedModifier));

            facingDirection = requiredFacingDirection;
            currentRotation = requiredRotation;
        }

        BattleHex endTile = path[path.Count - 1];

        _actions.Enqueue(new UnitMovement(this, endPosition, endTile.transform.position, endTile, facingDirection, facingDirection, 0f, 0f, 2f));

        this._currentAction = this._actions.Dequeue();

        _battleGrid.UnhighlightNodes();

        return(facingDirection);
    }