Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Menatombo · Jul 01, 2015 at 09:10 PM · programmingunity 4.6mapcharacter movementboardgame

Board Game Movement

Trying to figure out the best way to do this. What I'm trying to do is have a map with rooms.

r===r

||

 r  



Where the player can only click on the squares adjacent to them. I tried with raycasting, but that didn't work right. (It would let them go wherever.)I'd just like them to be limited to the adjacent squares, but can't figure this one out. I have the movement script, and I've tried grid move.

 using System.Collections;
 using UnityEngine;
  
 class GridMove : MonoBehaviour {
     private float moveSpeed = 3f;
     private float gridSize = 1f;
     private enum Orientation {
         Horizontal,
         Vertical
     };
     private Orientation gridOrientation = Orientation.Horizontal;
     private bool allowDiagonals = false;
     private bool correctDiagonalSpeed = true;
     private Vector2 input;
     private bool isMoving = false;
     private Vector3 startPosition;
     private Vector3 endPosition;
     private float t;
     private float factor;
  
     public void Update() {
         if (!isMoving) {
             input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
             if (!allowDiagonals) {
                 if (Mathf.Abs(input.x) > Mathf.Abs(input.y)) {
                     input.y = 0;
                 } else {
                     input.x = 0;
                 }
             }
  
             if (input != Vector2.zero) {
                 StartCoroutine(move(transform));
             }
         }
     }
  
     public IEnumerator move(Transform transform) {
         isMoving = true;
         startPosition = transform.position;
         t = 0;
  
         if(gridOrientation == Orientation.Horizontal) {
             endPosition = new Vector3(startPosition.x + System.Math.Sign(input.x) * gridSize,
                 startPosition.y, startPosition.z + System.Math.Sign(input.y) * gridSize);
         } else {
             endPosition = new Vector3(startPosition.x + System.Math.Sign(input.x) * gridSize,
                 startPosition.y + System.Math.Sign(input.y) * gridSize, startPosition.z);
         }
  
         if(allowDiagonals && correctDiagonalSpeed && input.x != 0 && input.y != 0) {
             factor = 0.7071f;
         } else {
             factor = 1f;
         }
  
         while (t < 1f) {
             t += Time.deltaTime * (moveSpeed/gridSize) * factor;
             transform.position = Vector3.Lerp(startPosition, endPosition, t);
             yield return null;
         }
  
         isMoving = false;
         yield return 0;
     }
 }

But it won't keep them in the grid. The grid I have is:

 using UnityEngine;
 
 using System.Collections;
 
 
 
 public class Grid : MonoBehaviour
 {
     
     [ SerializeField ] private Transform _transform;
     
     [ SerializeField ] private Material _material;
     
     [ SerializeField ] private Vector2 _gridSize;
     
     [ SerializeField ] private int _rows;
     
     [ SerializeField ] private int _columns;
     
     
     
     void Start()
     {
         
         UpdateGrid();
         
     }
     
     
     
     public void UpdateGrid()
     {
         
         _transform.localScale = new Vector3( _gridSize.x, _gridSize.y, 1.0f );
         
         _material.SetTextureScale( "_MainTex", new Vector2( _columns, _rows ) );
         
     }
     
 }


With my grid texture on it. For some reason I can't keep them on the grid or make them move only to rooms that are actually there. I have triggers set up for the rooms, but everything seems to get ignored.

Any thoughts would be helpful.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Assigning UV Map to model at runtime 0 Answers

How to check if your character is falling 2D - C# 1 Answer

Bool is not turning false 1 Answer

Procedural Terrain - Diamond Square Algorithm 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges