Пример #1
0
    private void AffixToGrid()
    {
        // Find the position that the Grid thinks our current position in the world
        // should equate to, and assign the waypoint to that new grid position.
        // This makes sure that, if the user is trying to move the cube in the world
        // to a spot that would equate to a new Grid position, that the new Grid position
        // will actually be stored successfully for this cube.
        Vector2Int newGridPosition = HullGridAdapter.GetGridPosition(
            this.transform.localPosition.x,
            this.transform.localPosition.z);

        // Now that the grid position is updated, reset our position in the world
        // to match whatever the Grid thinks it should be.  This "Snaps" the in-world Cube
        // to the grid's alignment, making sure it can't be placed in an illegal "partway" point
        // in the world, or be rotated illegally.
        Vector2 worldCoords = HullGridAdapter.GetWorldPosition(newGridPosition);

        this.transform.localPosition = new Vector3(worldCoords.x, 0.0f, worldCoords.y);
        this.transform.localRotation = Quaternion.identity;

        _lastKnownPosition = newGridPosition;

        UpdateLabel();
    }
Пример #2
0
 private void Start()
 {
     _lastKnownPosition = HullGridAdapter.GetGridPosition(this.transform.position.x, this.transform.position.z);
 }