Пример #1
0
    public bool IsPathBlocked(List <Tile> tiles)
    {
        if (pathEnemy == null)
        {
            pathEnemy = pathEnemyObj.GetComponentInChildren <_Enemy>();
            pathEnemy.Init(pC, null, null);
        }

        foreach (var t in tiles)
        {
            t.ToggleTempBlocking(true);
        }

        var x = QPath.QPath.FindPath <Tile>(pC, pathEnemy, spawnTiles1[0], targetTiles1[0]);
        var y = QPath.QPath.FindPath <Tile>(pC, pathEnemy, spawnTiles2[0], targetTiles2[0]);

        foreach (var t in tiles)
        {
            t.ToggleTempBlocking(false);
        }

        if (x.Length == 0 || y.Length == 0)
        {
            Debug.Log("Path blocked");
            return(false);
        }

        return(true);
    }
Пример #2
0
    private void SpawnEnemy(GameObject prefabToRender)
    {
        Tile spawnTile  = pC.tileController.GetSpawnTile(WaveNumber);
        Tile targetTile = pC.tileController.GetTargetTile(WaveNumber);


        GameObject enemyObj = Instantiate(
            pC.prefabController.EnemyNormalPrefab,
            new Vector3(spawnTile.X, spawnTile.Y, 0),
            Quaternion.identity,
            pC.EnemyAnchorObj.transform
            );

        _Enemy enemy = enemyObj.GetComponentInChildren <_Enemy>();

        EnemiesList.Add(enemy);
        enemyToGoMap[enemy] = enemyObj;

        enemy.Init(pC, spawnTile, targetTile);
    }