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Provide a relatively easy to use, adaptable, and customizable system for pathfinding and calculating an objects available moves.
Write-Up
Adaptable, replaceable, and extensible.
Provide a basic movement system and allow it to be replaced as needed.
Features for Release
Multiple units in tile selection
Movement Component with basic movement information
Backend to handle the movement system events and update resources with support for any implementation easily
Default movement system implementations - advance wars style
Option to override a tiles movement cost over it's terrain cost and support it in the backend. Either through objects or through the actually tile. Ex. Building a road on the tile and updating the movement cost through that //-- Tiles currently use a unique component for their move costs. Nothing stops anything from updating this and changing it. It wont get automatically changed back to the default terrain cost if its changed though.
Option on objects to override their allowed terrain types for specific other objects. Ex. A bridge building object that allows land units to go over the water and prevents water units from going onto it. // Implemented optional ObjectMovementTypeRules. If assigned to an object it checks the tiles during the TileMoveCheck phase to see if there is an object on the tile that has a rule related to one of the rules in the objects ObjectMovementTypeRules component
Notes
The text was updated successfully, but these errors were encountered:
Finished as of #31 - Movement system is not complete but the mvp is done enough to work on other stuff. See #33 for tracking the next stage of the movement system
Goals
Provide a relatively easy to use, adaptable, and customizable system for pathfinding and calculating an objects available moves.
Write-Up
Adaptable, replaceable, and extensible.
Provide a basic movement system and allow it to be replaced as needed.
Features for Release
Notes
The text was updated successfully, but these errors were encountered: