void placePath(float[] current, float[] next, float moveX, float moveY)
{
float currentX = current [0];
float currentY = current [1];
float nextX = next [0];
float nextY = next [1];
if (currentX > 1 && currentX < this.roomSide * this.rows - 1 && currentY > 1 && currentY < this.roomSide * this.columns - 1) {
while (((int)Mathf.Floor(currentX) != (int)Mathf.Floor(nextX) &&
(int)Mathf.Floor(currentY) != (int)Mathf.Floor(nextY)) ||
((int)Mathf.Floor(currentX) == (int)Mathf.Floor(nextX) &&
(int)Mathf.Floor(currentY) != (int)Mathf.Floor(nextY))) {
Tile tile = this.tileMap [(int)Mathf.Floor (currentX), (int)Mathf.Floor (currentY)];
//DONT TOUCH MY MAGIC IF BLOCK - IAN
if (currentX - 1 > 3) {
Tile westTile = this.tileMap [(int)Mathf.Floor (currentX) - 1, (int)Mathf.Floor (currentY)];
westTile.path = true;
westTile.blocking = true;
}
if (currentX + 1 < (this.roomSide * this.rows) - 3) {
Tile eastTile = this.tileMap [(int)Mathf.Floor (currentX) + 1, (int)Mathf.Floor (currentY)];
eastTile.path = true;
eastTile.blocking = true;
}
if (currentY + 1 < (this.roomSide * this.columns) - 3) {
Tile northTile = this.tileMap [(int)Mathf.Floor (currentX), (int)Mathf.Floor (currentY) + 1];
northTile.path = true;
northTile.blocking = true;
}
if (currentY - 1 > 3) {
Tile southTile = this.tileMap [(int)Mathf.Floor (currentX), (int)Mathf.Floor (currentY) - 1];
southTile.path = true;
southTile.blocking = true;
}
tile.path = true;
currentX = currentX + moveX;
if (currentX > 1 && currentX < this.roomSide * this.rows - 1 && currentY > 1 && currentY < this.roomSide * this.columns - 1) {
tile = this.tileMap [(int)Mathf.Floor (currentX), (int)Mathf.Floor (currentY)];
tile.path = true;
tile.blocking = true;
}
currentY = currentY + moveY;
}
}
}