//Moves towards the targeted Unit //Uses Dijstrka to find its path (not implemented) //follows path for as long as it has movement public override void Move(Character target) { LastAttacker = target; if (!GridHandler.CheckForEnemyWithinRange(_gridPos, _myWeapon, _myTeam, _lastToHitMe)) { GridHandler.DijkstraMove(this, GridHandler.RetrieveTile(target.CurrentPosition), _currMovement); return; } else { _stratRef.StartWaiting(); } }
void MoveInteract(Ray mouse, RaycastHit point) { if (Physics.Raycast(mouse, out point)) { //if hits something //Debug.Log("hit something"); Collider objCollider = point.collider; if (objCollider.GetComponent <Tile>()) { //hover over tile //set short character UI Tile tile = objCollider.GetComponent <Tile>(); if (tile.IsTargetable && Input.GetMouseButtonDown(0)) { _battleCam.CameraFullStop(); GridHandler.DijkstraMove(_timeRef.GetCurrentTurnCharacter, tile); } } } }