Exemplo n.º 1
0
 public bool moveUnit(int _row, int _col)
 {
     if (isInWalkingRange(_row, _col))
     {
         transform.position = new Vector3(walkGraph.getNode(_row, _col).x, walkGraph.getNode(_row, _col).y, transform.position.z);
         setActionRangeGrid(minRng, maxRng, _row, _col, 5);
         return(true);
     }
     return(false);
 }
Exemplo n.º 2
0
    public void setWalkRangeGrid()
    {
        walkGraph = new LocGraph(mvt, row, column);
        walkGraph.setDrawX(transform.position.x);
        walkGraph.setDrawY(transform.position.y);
        Queue <LocNode> queue = new Queue <LocNode>();

        walkGraph.addNode(row, column, column, (GameMapping.map.unitMap.GetLength(0) - 1) - row, 0);
        queue.Enqueue(walkGraph.getNode(row, column));
        int count = queue.Count;
        int idx   = 0;

        while (idx < mvt)
        {
            while (count > 0)
            {
                LocNode node = queue.Dequeue();
                count--;
                if (node.row - 1 >= 0 &&
                    !GameMapping.map.occupied[node.row - 1, node.column] &&
                    !walkGraph.nodeExists(node.row - 1, node.column))
                {
                    walkGraph.addNode(node.row - 1, node.column, node.x, node.y + 1, idx);
                    queue.Enqueue(walkGraph.getNode(node.row - 1, node.column));
                }
                if (node.column + 1 < GameMapping.map.occupied.GetLength(1) &&
                    !GameMapping.map.occupied[node.row, node.column + 1] &&
                    !walkGraph.nodeExists(node.row, node.column + 1))
                {
                    walkGraph.addNode(node.row, node.column + 1, node.x + 1, node.y, idx);
                    queue.Enqueue(walkGraph.getNode(node.row, node.column + 1));
                }
                if (node.row + 1 < GameMapping.map.occupied.GetLength(0) &&
                    !GameMapping.map.occupied[node.row + 1, node.column] &&
                    !walkGraph.nodeExists(node.row + 1, node.column))
                {
                    walkGraph.addNode(node.row + 1, node.column, node.x, node.y - 1, idx);
                    queue.Enqueue(walkGraph.getNode(node.row + 1, node.column));
                }
                if (node.column - 1 >= 0 &&
                    !GameMapping.map.occupied[node.row, node.column - 1] &&
                    !walkGraph.nodeExists(node.row, node.column - 1))
                {
                    walkGraph.addNode(node.row, node.column - 1, node.x - 1, node.y, idx);
                    queue.Enqueue(walkGraph.getNode(node.row, node.column - 1));
                }
            }
            count = queue.Count;
            idx++;
        }
    }