Exemplo n.º 1
0
        public GridSector GetRandomGridSector()
        {
            RAKTerrain[] terrain       = world.masterTerrain.getTerrain();
            int          index         = Random.Range(0, terrain.Length);
            RAKTerrain   chosenTerrain = terrain[index];

            GridSector[] sectorsInTerrain = chosenTerrain.GetGridElements();
            index = Random.Range(0, sectorsInTerrain.Length);
            return(sectorsInTerrain[index]);
        }
Exemplo n.º 2
0
        public GridSector GetCurrentGridSector(Transform transform)
        {
            RAKTerrain closestTerrain = world.masterTerrain.GetClosestTerrainToPoint(transform.position);

            GridSector[] sectors        = closestTerrain.GetGridElements();
            float        closestDist    = Mathf.Infinity;
            int          indexOfClosest = -1;

            for (int count = 0; count < sectors.Length; count++)
            {
                float currentDistance = Vector3.Distance(transform.position, sectors[count].GetSectorPosition);
                if (currentDistance < closestDist)
                {
                    closestDist    = currentDistance;
                    indexOfClosest = count;
                }
            }

            return(sectors[indexOfClosest]);
        }
Exemplo n.º 3
0
        public static GridSector[] GetPiecesOfTerrainCreatureCanSee(Creature requester, float distance,
                                                                    RAKTerrain terrain)
        {
            List <GridSector> elementsWithinRange = new List <GridSector>();

            GridSector[] elements = terrain.GetGridElements();
            foreach (GridSector element in elements)
            {
                if (Vector3.Distance(requester.transform.position, element.GetSectorPosition) <= distance)
                {
                    elementsWithinRange.Add(element);
                }
            }
            if (terrain.neighbors == null)
            {
                return(elementsWithinRange.ToArray());
            }
            for (int count = 0; count < terrain.neighbors.Length; count++)
            {
                Terrain neighbor = terrain.neighbors[count];
                if (neighbor == null)
                {
                    continue;
                }
                RAKTerrain   neighborTerrain = neighbor.gameObject.GetComponent <RAKTerrain>();
                GridSector[] sectors         = neighborTerrain.GetGridElements();
                foreach (GridSector element in elements)
                {
                    if (Vector3.Distance(requester.transform.position, element.GetSectorPosition) <= distance)
                    {
                        elementsWithinRange.Add(element);
                    }
                }
            }
            return(elementsWithinRange.ToArray());
        }