示例#1
0
 public void EstablishNewTile(ClickableTile newTile)
 {
     gameObject.transform.position = new Vector3(newTile.GetTileCoordX(), newTile.GetTileCoordY(), gameObject.transform.position.z);
     newTile.AssignUnit(this);
     originTile = newTile;
     TireUnit();
 }
示例#2
0
    //Player confirms the movement after the unit has moved and/or attacked
    public void EstablishNewTile()
    {
        ClickableTile newTile = possibleDestination;

        if (unitHasMoved == true && decidedToCapture == false)
        {
            capturePoints = 0;
        }

        gameObject.transform.position = new Vector3(newTile.GetTileCoordX(), newTile.GetTileCoordY(), gameObject.transform.position.z);
        originTile.UnassignUnit();
        newTile.AssignUnit(this);
        originTile = newTile;
        GameManager.instance.unitSelected = null;
        TireUnit();
        Map.instance.ReturnTilesToNormal();
    }
示例#3
0
    // Use this for initialization
    void Start()
    {
        mySprite   = gameObject.GetComponent <SpriteRenderer>();
        myAnimator = gameObject.GetComponent <Animator>();

        attackSpots            = new List <ClickableTile>();
        loadSpots              = new List <ClickableTile>();
        unloadSpots            = new List <ClickableTile>();
        interactableObjectives = new List <ClickableTile>();

        ammo = maxAmmo;
        if (GetComponent <Cargo>() != null)
        {
            transportUnit = true;
        }

        //TODO: This is only for debug
        originTile = Map.instance.GetTile(initialX, initialY);
        originTile.AssignUnit(this);
        gameObject.transform.position = new Vector3(originTile.transform.position.x, originTile.transform.position.y, gameObject.transform.position.z);
        ////////
    }