示例#1
0
    /// <summary>
    /// Creates grey boxes at each point the player has clicked before, but
    /// the player pawn hasn't caught up to yet.
    /// </summary>
    /// <param name="tilemap">The map</param>
    /// <returns>The line segments to render</returns>
    IEnumerable <SegmentProperties> GenerateCheckpointLines(IMap tilemap)
    {
        var segments = new List <SegmentProperties>();

        foreach (var c in commandCheckpoints)
        {
            var worldSpace = GridSpaceConversion.GetWorldSpaceFromLogical(c, tilemap);
            var square     = LineElements.SquareSelectionSegments(worldSpace, Color.grey);
            segments.AddRange(square);
        }

        return(segments);
    }
示例#2
0
    public void LogicalTick()
    {
        if (currentMotionPath.Any())
        {
            animator.SetBool("IsMoving", true);
        }
        else
        {
            animator.SetBool("IsMoving", false);
        }

        while (currentMotionPath.Any())
        {
            var nextPosLogical = currentMotionPath.Dequeue();

            if (nextPosLogical == LogicalLocation)
            {
                continue;
            }
            else
            {
                var nextPosWorld = GridSpaceConversion.GetWorldSpaceFromLogical(
                    nextPosLogical,
                    tilePlacedComponent.Tilemap);

                float angle = 180.0f;
                if (nextPosLogical.x > LogicalLocation.x)
                {
                    angle = 90.0f;
                }
                else if (nextPosLogical.x < LogicalLocation.x)
                {
                    angle = -90.0f;
                }
                else if (nextPosLogical.y > LogicalLocation.y)
                {
                    angle = 0.0f;
                }

                logicalLocation = nextPosLogical;
                gameObject.transform.localPosition = nextPosWorld;
                gameObject.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.back) * Quaternion.Euler(-90.0f, 0.0f, 0.0f);
                break;
            }
        }
    }
示例#3
0
    /// <summary>
    /// Creates line segments from a logical-coordinate-based path
    /// </summary>
    /// <param name="path">The logical path</param>
    /// <param name="tilemap">The map where the path originated from</param>
    /// <returns>A list of segments that can be drawn</returns>
    public static IEnumerable <SegmentProperties> SegmentsFromPath(LogicalPath path, IMap tilemap)
    {
        var points = new List <Vector3>();

        foreach (var cell in path.Path)
        {
            var world = GridSpaceConversion.GetWorldSpaceFromLogical(cell, tilemap);
            points.Add(world);
        }

        if (points.Count <= 1)
        {
            return(new List <SegmentProperties>());
        }

        Vector3     facingDir = Vector3.back;
        const float width     = 0.08f;
        Color       color     = Color.white;

        var     segments  = new SegmentProperties[points.Count - 1];
        Vector3 lastPoint = points.First();
        int     segIndex  = 0;

        for (int n = 1; n < points.Count; ++n)
        {
            var point = points[n];
            segments[segIndex++] = new SegmentProperties {
                Start           = lastPoint,
                End             = point,
                FacingDirection = facingDir,
                Style           = SegmentStyle.Dashed,
                Width           = width,
                Color           = color
            };
            lastPoint = point;
        }

        return(segments);
    }
示例#4
0
    /// <summary>
    /// Creates a box around where the user has their mouse targeted.
    /// The appears might vary depending on the validity of that location
    /// </summary>
    /// <param name="tilemap">The map</param>
    /// <returns>The line segments to render</returns>
    IEnumerable <SegmentProperties> GenerateSelectionBoxLines(IMap tilemap)
    {
        if (lastMouseLocationOffGrid)
        {
            return(new List <SegmentProperties>());
        }

        List <SegmentProperties> segments = new List <SegmentProperties>();

        var selectedCellWorldSpace = GridSpaceConversion.GetWorldSpaceFromLogical(lastMouseLocation, tilemap);

        Color boxColor = Color.white;

        if (!pendingTargetActive)
        {
            boxColor = Color.red;
            segments.AddRange(LineElements.XSegments(selectedCellWorldSpace, boxColor));
        }

        segments.AddRange(LineElements.SquareSelectionSegments(selectedCellWorldSpace, boxColor));

        return(segments);
    }