Пример #1
0
    void ShowMovementRange()
    {
        List<int> neighbours = tgs.CellGetNeighbours(tgs.cellLastClickedIndex, (int)unitMovementPoints);

        if (neighbours != null)
        {
            tgs.CellFlash(neighbours, Color.yellow, 1f);
        }
    }
Пример #2
0
    public List <int> AttackRange()
    {
        List <int> attackRange = new List <int>();

        int maxRange = equippedWeapon.STATS["MAX_RANGE"].CalculateValue();

        attackRange = tgs.CellGetNeighbours(currentCellIndex, maxRange);

        // If equipped weapon cannot be used at close range...
        if (equippedWeapon.STATS["MIN_RANGE"].CalculateValue() > 1)
        {
            List <Cell> neighbors = tgs.CellGetNeighbours(currentCellIndex);
            foreach (Cell unattackableCell in neighbors)
            {
                attackRange.Remove(unattackableCell.index);
            }
        }

        return(attackRange);
    }
Пример #3
0
    private void ShowRange(bool useLineOfSight = false)
    {
        List <int> neighbours = tgs.CellGetNeighbours(tgs.cellHighlightedIndex, HighlightRange);

        if (neighbours != null)
        {
            if (useLineOfSight)
            {
                tgs.CellTestLineOfSight(tgs.cellHighlightedIndex, neighbours);
            }
            tgs.CellFlash(neighbours, Color.yellow, 1f);
        }
    }
Пример #4
0
    void Start()
    {
        // playAud = GetComponent<playSequence>();
        //grabs Audio
        treeSounds = gameObject.AddComponent <AudioSource>();
        //TerrainGridSystem ref
        tgs            = TerrainGridSystem.instance;
        randomRotation = 60 * Random.Range(0, 6);
        // Clone Sapling prefabs and Instantiate
        groundTile = tgs.CellGetAtPosition(transform.position, true);
        //transform.SetParent ();
        cellIndex = tgs.CellGetIndex(groundTile);
        neighbors = tgs.CellGetNeighbours(groundTile);
        tgs.CellSetCanCross(cellIndex, false);
        //fills up neighborIndexes with the proper cell indexes
        for (int i = 0; i < neighbors.Count; i++)
        {
            int index = tgs.CellGetIndex(neighbors[i]);
            neighborIndexes.Add(index);
            neighbourPos[i] = tgs.CellGetPosition(index);
            //this gives you neighbor cell position
            //can be used to see which cell you’re being given
            //raycast to this position to get the plant collider and get the sequencer
            if (tgs.CellGetTag(index) == 1)
            {
                //this cell has a tree planted, but don’t run this in start
                //send to an array of “plants nearby”

                //for any rule make a bool in plantlife for “isFollowingRule” to see if neighbours are occupied or following a rule already
                //are two adjacent cells in the index occupied that’s a triad
                //if all cells are occupied that’s an arp, arp beats triad
            }
        }


        if (plantedInEditor)
        {
            ageCounter        -= 1;
            transform.position = tgs.CellGetPosition(cellIndex);
            tgs.CellSetTag(cellIndex, 1);
            tgs.CellToggleRegionSurface(cellIndex, true, growingTexture);
        }
        else
        {
            //Set age and fruit
            ageCounter = 0;
            //fruitAmount = 0;
            growthPeriod = 1;
        }
        StartCoroutine(Growth());
    }