A manager required in your scenes that use CharacterGridMovement.
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| virtual bool | CellIsOccupied (Vector3 cellCoordinates) |
| | Returns true if the cell at the specified coordinates is occupied, false otherwise.
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| virtual void | OccupyCell (Vector3 cellCoordinates) |
| | Marks the specified cell as occupied.
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| virtual void | FreeCell (Vector3 cellCoordinates) |
| | Marks the specified cell as unoccupied.
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| virtual void | SetNextPosition (GameObject trackedObject, Vector3Int cellCoordinates) |
| | Sets the next position of the specified object traveling on the grid. The next position is the position the object will be at when it reaches its destination grid cell.
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| virtual void | SetLastPosition (GameObject trackedObject, Vector3Int cellCoordinates) |
| | Sets the last position of the specified object traveling on the grid. The last position is the position the object was at the last time it passed on a perfect tile.
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| virtual Vector3Int | WorldToCellCoordinates (Vector3 worldPosition) |
| | Returns the corresponding world coordinates of a grid position.
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| virtual Vector3 | CellToWorldCoordinates (Vector3Int coordinates) |
| | Converts cell coordinates into their world position.
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| virtual Vector3 | ComputeGridPosition (Vector3 targetPosition) |
| | Returns the grid position of the specified vector in world position.
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| virtual Vector3 | ComputeWorldPosition (Vector3 targetPosition) |
| | Computes the grid position of a vector3 specified in grid units.
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| Transform | GridOrigin |
| | the origin of the grid in world space
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| float | GridUnitSize = 1f |
| | the size of each square grid cell
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| bool | DrawDebugGrid = true |
| | whether or not to draw the debug grid
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| DebugDrawModes | DebugDrawMode = DebugDrawModes.TwoD |
| | the mode in which to draw the debug grid
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| int | DebugGridSize = 30 |
| | the size (in squares of the debug grid)
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| Color | CellBorderColor = new Color(60f, 221f, 255f, 1f) |
| | the color to use to draw the debug grid lines
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| Color | InnerColor = new Color(60f, 221f, 255f, 0.3f) |
| | the color to use to draw the debug grid cells backgrounds
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| List< Vector3 > | OccupiedGridCells |
| | a list of all cells currently occupied
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| Dictionary< GameObject, Vector3Int > | LastPositions |
| | a dictionary holding all last positions registered by objects traveling on the grid
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| Dictionary< GameObject, Vector3Int > | NextPositions |
| | a dictionary holding all next positions registered by objects traveling on the grid
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| virtual void | Start () |
| | On start we initialize our lists and dictionaries.
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| virtual void | OnDrawGizmos () |
| | On draw gizmos, draws a debug grid.
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| virtual void | DrawCell2D (int a, int b) |
| | Draws a 2D debug cell.
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| virtual void | DrawCell3D (int a, int b) |
| | Draws a 3D debug cell.
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| virtual void | Awake () |
| | On awake, we initialize our instance. Make sure to call base.Awake() in override if you need awake.
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| virtual void | InitializeSingleton () |
| | Initializes the singleton.
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A manager required in your scenes that use CharacterGridMovement.
◆ DebugDrawModes
the possible types of debug modes
◆ CellIsOccupied()
| virtual bool MoreMountains.TopDownEngine.GridManager.CellIsOccupied |
( |
Vector3 | cellCoordinates | ) |
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virtual |
Returns true if the cell at the specified coordinates is occupied, false otherwise.
- Parameters
-
- Returns
◆ CellToWorldCoordinates()
| virtual Vector3 MoreMountains.TopDownEngine.GridManager.CellToWorldCoordinates |
( |
Vector3Int | coordinates | ) |
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virtual |
Converts cell coordinates into their world position.
- Parameters
-
- Returns
◆ ComputeGridPosition()
| virtual Vector3 MoreMountains.TopDownEngine.GridManager.ComputeGridPosition |
( |
Vector3 | targetPosition | ) |
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virtual |
Returns the grid position of the specified vector in world position.
- Parameters
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- Returns
◆ ComputeWorldPosition()
| virtual Vector3 MoreMountains.TopDownEngine.GridManager.ComputeWorldPosition |
( |
Vector3 | targetPosition | ) |
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virtual |
Computes the grid position of a vector3 specified in grid units.
- Parameters
-
- Returns
◆ DrawCell2D()
| virtual void MoreMountains.TopDownEngine.GridManager.DrawCell2D |
( |
int | a, |
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int | b ) |
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protectedvirtual |
Draws a 2D debug cell.
- Parameters
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◆ DrawCell3D()
| virtual void MoreMountains.TopDownEngine.GridManager.DrawCell3D |
( |
int | a, |
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|
int | b ) |
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protectedvirtual |
Draws a 3D debug cell.
- Parameters
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◆ FreeCell()
| virtual void MoreMountains.TopDownEngine.GridManager.FreeCell |
( |
Vector3 | cellCoordinates | ) |
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virtual |
Marks the specified cell as unoccupied.
- Parameters
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◆ InitializeStatics()
| void MoreMountains.TopDownEngine.GridManager.InitializeStatics |
( |
| ) |
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staticprotected |
Statics initialization to support enter play modes.
◆ OccupyCell()
| virtual void MoreMountains.TopDownEngine.GridManager.OccupyCell |
( |
Vector3 | cellCoordinates | ) |
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virtual |
Marks the specified cell as occupied.
- Parameters
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◆ OnDrawGizmos()
| virtual void MoreMountains.TopDownEngine.GridManager.OnDrawGizmos |
( |
| ) |
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protectedvirtual |
On draw gizmos, draws a debug grid.
◆ SetLastPosition()
| virtual void MoreMountains.TopDownEngine.GridManager.SetLastPosition |
( |
GameObject | trackedObject, |
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|
Vector3Int | cellCoordinates ) |
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virtual |
Sets the last position of the specified object traveling on the grid. The last position is the position the object was at the last time it passed on a perfect tile.
◆ SetNextPosition()
| virtual void MoreMountains.TopDownEngine.GridManager.SetNextPosition |
( |
GameObject | trackedObject, |
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|
Vector3Int | cellCoordinates ) |
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virtual |
Sets the next position of the specified object traveling on the grid. The next position is the position the object will be at when it reaches its destination grid cell.
- Parameters
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| trackedObject | |
| cellCoordinates | |
◆ Start()
| virtual void MoreMountains.TopDownEngine.GridManager.Start |
( |
| ) |
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protectedvirtual |
On start we initialize our lists and dictionaries.
◆ WorldToCellCoordinates()
| virtual Vector3Int MoreMountains.TopDownEngine.GridManager.WorldToCellCoordinates |
( |
Vector3 | worldPosition | ) |
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|
virtual |
Returns the corresponding world coordinates of a grid position.
- Parameters
-
- Returns
◆ _debugDestination
| Vector3 MoreMountains.TopDownEngine.GridManager._debugDestination = Vector3.zero |
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protected |
◆ _debugOrigin
| Vector3 MoreMountains.TopDownEngine.GridManager._debugOrigin = Vector3.zero |
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protected |
◆ _newGridPosition
| Vector3 MoreMountains.TopDownEngine.GridManager._newGridPosition |
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protected |
◆ _workCoordinate
| Vector3Int MoreMountains.TopDownEngine.GridManager._workCoordinate = Vector3Int.zero |
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protected |
◆ CellBorderColor
| Color MoreMountains.TopDownEngine.GridManager.CellBorderColor = new Color(60f, 221f, 255f, 1f) |
the color to use to draw the debug grid lines
◆ DebugDrawMode
the mode in which to draw the debug grid
◆ DebugGridSize
| int MoreMountains.TopDownEngine.GridManager.DebugGridSize = 30 |
the size (in squares of the debug grid)
◆ DrawDebugGrid
| bool MoreMountains.TopDownEngine.GridManager.DrawDebugGrid = true |
whether or not to draw the debug grid
◆ GridOrigin
| Transform MoreMountains.TopDownEngine.GridManager.GridOrigin |
the origin of the grid in world space
◆ GridUnitSize
| float MoreMountains.TopDownEngine.GridManager.GridUnitSize = 1f |
the size of each square grid cell
◆ InnerColor
| Color MoreMountains.TopDownEngine.GridManager.InnerColor = new Color(60f, 221f, 255f, 0.3f) |
the color to use to draw the debug grid cells backgrounds
◆ LastPositions
| Dictionary<GameObject, Vector3Int> MoreMountains.TopDownEngine.GridManager.LastPositions |
a dictionary holding all last positions registered by objects traveling on the grid
◆ NextPositions
| Dictionary<GameObject, Vector3Int> MoreMountains.TopDownEngine.GridManager.NextPositions |
a dictionary holding all next positions registered by objects traveling on the grid
◆ OccupiedGridCells
| List<Vector3> MoreMountains.TopDownEngine.GridManager.OccupiedGridCells |
a list of all cells currently occupied
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Managers/GridManager.cs