Пример #1
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    [SerializeField] ParticleSystem destructionVFX;  //emitted when enemy is self-destructs (prefab)


    // Start is called before the first frame update
    void Start()
    {
        GridPathFinder gridPathFinder = FindObjectOfType <GridPathFinder>();       //get a reference to the grid path finder (by finding object of its type since there's only one)
        List <Cell>    enemeyPath     = gridPathFinder.getSpawnToPlayerBasePath(); //make sure the enemy has access to the path from grid path finder

        StartCoroutine(FollowCellsInPath(enemeyPath));                             //coroutine allows for parallel execution and time delay (we specify where and for how long to delay in the routine method)
    }
Пример #2
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 public GridPlacement(GameGenerator2 gameGen)
 {
     GameGen    = gameGen;
     GridPoints = new GridPoint[GridSize, GridSize];
     GenRan     = new GenerationRandom(gameGen.Seed);
     GPF        = new GridPathFinder(this);
 }
Пример #3
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 protected void Awake()
 {
     base.Awake();
     Instance           = this;
     m_PathFindingTiles = new List <Tile> ();
     m_DestinationTiles = new List <Tile> ();
     m_MoveRangeTiles   = new HashSet <Tile> ();
 }
Пример #4
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 public void Initialize(GridPathFinder pathFinder)
 {
     this.pathFinder = pathFinder;
     chooseRandomObjective();
     isInitialize = true;
 }