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while (true) { //if (!movement.isMoving) { parentTransform = transform.parent; if (parentTransform != null) { parentObject = parentTransform.gameObject; } Cell parentCell = parentObject.GetComponent<Cell>(); currentIndex = gridManager.cells.IndexOf(parentCell); Debug.Log("current Index is" + currentIndex); currentAvialablePath = pathfinding.FindPath(parentCell, gridManager.cells[Player.playerCellIndex], gridManager.cells); foreach (var item in currentAvialablePath) { item.setColor(Color.cyan); } currentNeighbours = pathfinding.GetNeighbors(parentCell); if (currentNeighbours != null && currentAvialablePath != null) { cellsToMove = currentNeighbours.Intersect(currentAvialablePath).ToList(); } if (cellsToMove != null && cellsToMove.Count > 0) { foreach (Cell item in cellsToMove) { item.setColor(Color.yellow); } if (!movement.isMoving) { StartCoroutine(movement.MoveToNExtCell(moveTime, this.gameObject, cellsToMove[0])); //foreach (var item in cellsToMove) //{ // StartCoroutine(movement.MoveToNExtCell(moveTime, this.gameObject, item)); // yield return new WaitForSeconds(moveTime); //} currentAvialablePath.Clear(); currentNeighbours.Clear(); cellsToMove.Clear(); parentCell = null; } } } yield return null; }
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