public void btnObstacle() { if (noeud != null) { Renderer rend = noeud.GetComponent <Renderer>(); rend.material.color = Color.black; Noeud n = noeud.GetComponent <Noeud>(); n.setLibre(false); obstacles.Add(noeud); if (noeud == noeudDepart) { noeudDepart = null; } if (noeud == noeudArrivee) { noeudArrivee = null; } noeud = null; } UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.black; Noeud n = nd.GetComponent <Noeud>(); n.setLibre(false); obstacles.Add(nd); if (nd == noeudDepart) { noeudDepart = null; } if (nd == noeudArrivee) { noeudArrivee = null; } } selection.clearSelections(); }
public void BtnUnblockPath() { if (node != null) { // Set selected node to white. Renderer rend = node.GetComponent <Renderer>(); rend.material.color = Color.white; // Set selected not to walkable. Node n = node.GetComponent <Node>(); n.SetWalkable(true); // Remove selected node from the block path list. blockPath.Remove(node); node = null; } // For selection grid system. UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { // Set selected node to white. Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.white; // Set selected not to walkable. Node n = nd.GetComponent <Node>(); n.SetWalkable(true); // Remove selected node from the block path list. blockPath.Remove(nd); } selection.clearSelections(); }
public void btnEnleveObstacle() { if (noeud != null) { Renderer rend = noeud.GetComponent <Renderer>(); rend.material.color = Color.white; Noeud n = noeud.GetComponent <Noeud>(); n.setLibre(true); obstacles.Remove(noeud); noeud = null; } UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.white; Noeud n = nd.GetComponent <Noeud>(); n.setLibre(true); obstacles.Remove(nd); } selection.clearSelections(); }
public void BtnBlockPath() { if (node != null) { // Render the selected node to black. Renderer rend = node.GetComponent <Renderer>(); rend.material.color = Color.black; // Set selected node to not walkable Node n = node.GetComponent <Node>(); n.SetWalkable(false); // Add the node to the block path list. blockPath.Add(node); // If the block path is start node, we remove start node. if (node == startNode) { startNode = null; } // If the block path is end node, we remove end node. if (node == endNode) { endNode = null; } node = null; } // For selection grid system. UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { // Render the selected node to black. Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.black; // Set selected node to not walkable Node n = nd.GetComponent <Node>(); n.SetWalkable(false); // Add the node to the block path list. blockPath.Add(nd); // If the block path is start node, we remove start node. if (nd == startNode) { startNode = null; } // If the block path is end node, we remove end node. if (nd == endNode) { endNode = null; } } selection.clearSelections(); }