Completed course 2 adn 3, working on 4
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@@ -22,7 +22,7 @@ public class UnitMover : MonoBehaviour
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Vector3[] destinations = new Vector3[numUnits];
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//calculate the rows and columns
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int rows = Mathf.RoundToInt(Mathf.Sqrt(numUnits));
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int cols = Mathf.CeilToInt((float)numUnits / rows);
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int cols = Mathf.CeilToInt((float)numUnits / (float)rows);
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//we need to know the current row and column we're calculating
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int curRow = 0;
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int curCol = 0;
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@@ -30,7 +30,7 @@ public class UnitMover : MonoBehaviour
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float length = ((float)cols - 1) * unitGap;
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for(int x = 0; x < numUnits; x++)
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{
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destinations[x] = moveToPos = (new Vector3(curRow, 0, curCol) * unitGap) - new Vector3(length / 2, 0, width / 2);
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destinations[x] = moveToPos + (new Vector3(curRow, 0, curCol) * unitGap) - new Vector3(length / 2, 0, width / 2);
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curCol++;
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if(curCol == rows)
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{
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@@ -43,7 +43,7 @@ public class UnitMover : MonoBehaviour
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public static Vector3[] GetUnitGroupDestinationsAroundResource(Vector3 resourcePos, int unitsNum)
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{
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Vector3[] destinations = new Vector3[unitsNum];
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float unitDistanceGap = 160.0f / (float)unitsNum;
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float unitDistanceGap = 360.0f / (float)unitsNum;
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for(int x = 0; x < unitsNum; x++)
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{
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float angle = unitDistanceGap * x;
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@@ -56,6 +56,6 @@ public class UnitMover : MonoBehaviour
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{
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float angle = Random.Range(0, 360);
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Vector3 dir = new Vector3(Mathf.Sin(angle * Mathf.Deg2Rad), 0, Mathf.Cos(angle * Mathf.Deg2Rad));
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return resourcePos;
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return resourcePos + dir;
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}
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}
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