Merge branch 'Development' into merloj-soldier_communication

This commit is contained in:
Maciekxdabu 2022-06-03 13:31:20 +02:00
commit ed8f316588
3 changed files with 6 additions and 3 deletions

View File

@ -24,7 +24,7 @@ public class Pathfinding : MonoBehaviour
public bool FindPath(Vector2Int startCoords, Vector2Int endCoords, out List<Vector2Int> path, int maxPathPointDistanceFromStart = int.MaxValue) public bool FindPath(Vector2Int startCoords, Vector2Int endCoords, out List<Vector2Int> path, int maxPathPointDistanceFromStart = int.MaxValue)
{ {
path = new List<Vector2Int>(); path = new List<Vector2Int>();
if (TilemapManager.ins.GetTileState(endCoords.x, endCoords.y) == TilemapManager.TileState.outOfBounds) if (TilemapManager.GetTileState(endCoords.x, endCoords.y) == TilemapManager.TileState.outOfBounds)
{ {
return false; return false;
} }
@ -99,7 +99,7 @@ public class Pathfinding : MonoBehaviour
private int GetTargetCost(int cost, Vector2Int targetCoords) private int GetTargetCost(int cost, Vector2Int targetCoords)
{ {
TilemapManager.TileState targetState = TilemapManager.ins.GetTileState(targetCoords.x, targetCoords.y); TilemapManager.TileState targetState = TilemapManager.GetTileState(targetCoords.x, targetCoords.y);
if(targetState == TilemapManager.TileState.free) if(targetState == TilemapManager.TileState.free)
{ {
return cost + EMPTY_TILE_COST; return cost + EMPTY_TILE_COST;
@ -119,7 +119,7 @@ public class Pathfinding : MonoBehaviour
neighbors.Add(coords + Vector2Int.right); neighbors.Add(coords + Vector2Int.right);
foreach(Vector2Int neighbor in neighbors) foreach(Vector2Int neighbor in neighbors)
{ {
if(TilemapManager.ins.GetTileState(neighbor.x, neighbor.y) != TilemapManager.TileState.outOfBounds) if(TilemapManager.GetTileState(neighbor.x, neighbor.y) != TilemapManager.TileState.outOfBounds)
{ {
final.Add(neighbor); final.Add(neighbor);
} }

View File

@ -9,6 +9,7 @@ public class Soldier : Entity
{ {
private Queue<Action> actions = new Queue<Action>(); private Queue<Action> actions = new Queue<Action>();
private Queue<Action> interrupts = new Queue<Action>(); private Queue<Action> interrupts = new Queue<Action>();
public Squad MySquad = null;
#region Action Queue Items #region Action Queue Items
abstract class Action // action "template" abstract class Action // action "template"
{ {

View File

@ -54,12 +54,14 @@ public class Squad : MonoBehaviour
public void AddSoldierToSquad(Entity soldier) public void AddSoldierToSquad(Entity soldier)
{ {
soldiers.AddToList(soldier); soldiers.AddToList(soldier);
((Soldier)soldier).MySquad = this;
soldier.OnDeath.AddListener(RemoveSoldierFromSquad); soldier.OnDeath.AddListener(RemoveSoldierFromSquad);
} }
public void RemoveSoldierFromSquad(Entity soldier) public void RemoveSoldierFromSquad(Entity soldier)
{ {
soldiers.RemoveFromList(soldier); soldiers.RemoveFromList(soldier);
((Soldier)soldier).MySquad = null;
soldier.OnDeath.RemoveListener(RemoveSoldierFromSquad); soldier.OnDeath.RemoveListener(RemoveSoldierFromSquad);
} }