// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.X)) { Debug.Log("Disband!"); formationGrid.ChangeState(FormationStates.Disband); } if (Input.GetKeyUp(KeyCode.Space)) { Debug.Log("Get moving!"); // get the grid moving formationGrid.ChangeState(FormationStates.Move); } if (Input.GetKeyUp(KeyCode.A)) { // assign knights to the grid List <GameObject> list = new List <GameObject>(); GameObject go; go = GameObject.Find("Knight (1)"); list.Add(go); go = GameObject.Find("Knight (2)"); list.Add(go); go = GameObject.Find("Knight (3)"); list.Add(go); formationGrid.AssignObjectsToGrid(list); formationGrid.ChangeState(FormationStates.Form); } if (Input.GetKeyUp(KeyCode.B)) { Debug.Log("Changing to Wedge!"); formationGrid.ChangeGridTo(GridTypes.Wedge9); formationGrid.ChangeState(FormationStates.Form); } if (Input.GetKeyUp(KeyCode.C)) { Debug.Log("Changing to Column!"); formationGrid.ChangeGridTo(GridTypes.Column10); formationGrid.ChangeState(FormationStates.Form); } /* This code uses the Smooth follow script from A*Pathfinding. You can use it by simply including A*Pathfinding free * and uncommenting this code (and above edits on lines 5 and 11 * * if (Input.GetKeyUp(KeyCode.Alpha1)) * { * smoothFollow.distance = 5; * smoothFollow.height = 4; * } * if (Input.GetKeyUp(KeyCode.Alpha2)) * { * smoothFollow.distance = 15; * smoothFollow.height = 10; * } * if (Input.GetKeyUp(KeyCode.Alpha3)) * { * smoothFollow.distance = 30; * smoothFollow.height = 10; * } */ }
//public AstarSmoothFollow2 smoothFollow; // Use this for initialization private void Start() { formationGrid.AssignObjectsToGrid(units); formationGrid.ChangeState(FormationStates.Form); }
// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.X)) { Debug.Log("Disband!"); formationGrid.ChangeState(FormationStates.Disband); } if (Input.GetKeyUp(KeyCode.Space)) { Debug.Log("Get moving!"); // get the grid moving formationGrid.ChangeState(FormationStates.Move); } if (Input.GetKeyUp(KeyCode.A)) { // assign knights to the grid List <GameObject> list = new List <GameObject>(); GameObject go; go = GameObject.Find("Knight (1)"); list.Add(go); go = GameObject.Find("Knight (2)"); list.Add(go); go = GameObject.Find("Knight (3)"); list.Add(go); formationGrid.AssignObjectsToGrid(list); formationGrid.ChangeState(FormationStates.Form); } if (Input.GetKeyUp(KeyCode.B)) { Debug.Log("Changing to Wedge!"); formationGrid.ChangeGridTo(GridTypes.Wedge9); formationGrid.ChangeState(FormationStates.Form); } if (Input.GetKeyUp(KeyCode.C)) { Debug.Log("Changing to Column!"); formationGrid.ChangeGridTo(GridTypes.Column10); formationGrid.ChangeState(FormationStates.Form); } if (Input.GetKeyUp(KeyCode.Alpha1)) { smoothFollow.distance = 5; smoothFollow.height = 4; } if (Input.GetKeyUp(KeyCode.Alpha2)) { smoothFollow.distance = 15; smoothFollow.height = 10; } if (Input.GetKeyUp(KeyCode.Alpha3)) { smoothFollow.distance = 30; smoothFollow.height = 10; } }