public void Update_UnitMovementPath()
    {
        if (StateManagerScript.instance.currentTurnState == TurnsState.PlayerTurn && selectedUnit.MovementRemaining >= 0)
        {
            attackTheFirstInitiated = false;
            attackable = false;

            if (!selfHexSelectionInitiated)
            {
                if (potentialHexSelected)
                {
                    selectedHexColumnPositioningDifference = potentalSelectedHexColumnPosition - selectedUnit.Hex.C;
                    selectedHexRowPositioningDifference    = potentalSelectedHexRowPosition - selectedUnit.Hex.R;

                    selectedUnit.DUMMY_PATHING_FUNCTION();
                    movementActivated = true;
                    pathBegun         = false;
                }
            }
            else
            {
                movementActivated = true;
                pathBegun         = false;
            }
        }
    }
Exemplo n.º 2
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    public void Update_UnitMovementPath()
    {
        if (potentialHexSelected)
        {
            selectedHexColumnPositioningDifference = potentalSelectedHexColumnPosition - selectedUnit.Hex.C;
            selectedHexRowPositioningDifference    = potentalSelectedHexRowPosition - selectedUnit.Hex.R;

            selectedUnit.DUMMY_PATHING_FUNCTION();
            movementActivated = true;
            pathBegun         = false;
        }
    }