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Question by LMatias010 · May 23, 2019 at 04:10 AM · tilemappathfindingtilegrid based gamepaths

TILE MOVEMENT

Hi people, I am making a turn-based tile game, I made the system of path finding, it works well (heavy but well), anyway, the problem is with the movement of the unit.

I have the follow code to move:

 if (canMove)
         {
             for (int i = 0; i < currentPath.Count; i++)
             {
                 if (currentPath.Count > 0)
                 {
                     currentPath.RemoveAt(0);
                     Debug.Log("Removing " + i);
                     targetPosition = new Vector3(currentPath[i].x, 0.06f, currentPath[i].y);
                     lookAtTarget = new Vector3(targetPosition.x - transform.position.x, transform.position.y, targetPosition.z - transform.position.z);
                     playerRot = Quaternion.LookRotation(lookAtTarget);
 
                     transform.rotation = Quaternion.Slerp(transform.rotation, playerRot, rotateSpeed * Time.deltaTime);
                     transform.position = Vector3.MoveTowards(transform.position, targetPosition, forwardSpeed * Time.deltaTime);
                     currentState = CHAR_STATE.WALKING;
                 }
                 else
                 {
                     currentState = CHAR_STATE.IDLE;
                     moving = false;
                     canMove = false;
                 }             
             }
 }


The logic is, the player must move tile by tile, to unit doesn't make him ignore the path and go through the tiles. So I made a looping to each tile in path, the problem is: I loop doesn't wait the unit movimentation, maybe I have to use StartCoroutine, but I don't know how to use it on it, could some one help me? (it's very important, if you cares xD) thank you.

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