Open jomibauer opened 2 years ago
My thoughts after getting the new "Search" based movement implemented for the first time:
The bulk of these changes are happening in the gridMap via the gridController. Also added a new component script called "movement" which does the range finding. Currently the gridMap checks that our movement is within our acceptable range, but that makes more sense as a duty of the Movement script, since it's doing all the other terrrain related stuff.
In working on this, it's clear why LiquidFire guy did the movement script the way he did. Currently things are a little tangled, and I need to do some serious thinking and refactoring to get this right. In particular, looping through the whole range list with each move input seems wasteful.
Add terrain types that offer stat buff/debuffs, are visually distinct, and can affect different movement types.