// Update is called once per frame void Update() { endGridPosition = new gridPosition(17, (int)fetchGridPosition().y); if (!isMoving) { StartCoroutine(move()); } GameOver(); }
// Use this for initialization void Start() { myColor = getRandomColor(); startGridPosition = new gridPosition(spawnx, spawny); initializePosition(spawnx, spawny); InitPath(); StartCoroutine(ChangeState()); }
void Start() { myColor = getRandomColor(); // Straight line pathfinding int startPos = UnityEngine.Random.Range(0, Game.gridHeight - 1); int endPos = (int)fetchGridPosition().y; startGridPosition = new gridPosition(0, startPos); endGridPosition = new gridPosition(17, startPos); initializePosition(); MySolver <MyPathNode, System.Object> aStar = new MySolver <MyPathNode, System.Object>(Game.grid); IEnumerable <MyPathNode> path = aStar.Search(new Vector2(startGridPosition.x, startGridPosition.y), new Vector2(endGridPosition.x, endGridPosition.y), null); updatePath(); this.GetComponent <Renderer>().material.color = myColor; }
// Use this for initialization void Start() { startGridPosition = new gridPosition(0, UnityEngine.Random.Range(0, Game.gridHeight - 1)); endGridPosition = new gridPosition(Game.gridWidth - 1, UnityEngine.Random.Range(0, Game.gridHeight - 1)); initializePosition(); MySolver <MyPathNode, System.Object> aStar = new MySolver <MyPathNode, System.Object>(Game.grid); IEnumerable <MyPathNode> path = aStar.Search(new Vector2(startGridPosition.x, startGridPosition.y), new Vector2(endGridPosition.x, endGridPosition.y), null); foreach (GameObject g in GameObject.FindGameObjectsWithTag("GridBox")) { g.GetComponent <Renderer>().material.color = Color.white; } findUpdatedPath(currentGridPosition.x, currentGridPosition.y); this.GetComponent <Renderer>().material.color = myColor; }
// Update is called once per frame void Update() { endGridPosition = new gridPosition(Game.targetx, Game.targety); quadrant = xpoint > 0 ? (ypoint > 0 ? 1 : 4) : (ypoint > 0 ? 2 : 3); this.gameObject.transform.GetComponentInChildren <Transform>().position = this.gameObject.transform.position; if (!isTracing) { // transform.position += moveVelocity * speed * Time.deltaTime; } else if (isMoving) { isMoving = false; isTracing = true; initializePosition(startx, starty); updatePath(); // StopAllCoroutines(); //StartCoroutine(move()); } }
void InitPath() { endGridPosition = new gridPosition(Game.targetx, Game.targety); startGridPosition = new gridPosition(startx, starty); MySolver <MyPathNode, System.Object> aStar = new MySolver <MyPathNode, System.Object>(Game.grid); IEnumerable <MyPathNode> path = aStar.Search(new Vector2(startGridPosition.x, startGridPosition.y), new Vector2(endGridPosition.x, endGridPosition.y), null); //foreach (GameObject g in GameObject.FindGameObjectsWithTag("GridBox")) //{ // g.GetComponent<Renderer>().material.color = Color.white; //} updatePath(); this.GetComponent <Renderer>().material.color = myColor; }