public void Deploy(Tile baseTile, Tile goalTile, int playerToAttack)
{
previousTileID = baseTile.ID;
CurrentTileID = baseTile.ID;
goalTileID = goalTile.ID;
PlayerToAttack = playerToAttack;
// this.previousTile = baseTile;
//this.currentTile = baseTile;
//this.goalTile = goalTile;
this.Position = baseTile.Position;
int count = 0;
//lock (AStar2.tileInformationLock)
lock(AStar2.locks[CurrentTileID][goalTile.ID])
{
while (count < 60)
{
if (TileMap.Tiles[CurrentTileID].PathsInts[goalTile.ID].Count > 0)
{
SetFocalPointAndVelocity(TileMap.Tiles[CurrentTileID].PathsInts[goalTile.ID][1]);//currentTile.Paths[goalTile.ID][1]);
break;
}
count++;
if (count >= 60)
{
return;
}
}
}
Status = UnitStatus.Deployed;
UpdatePath();
UpdateTransforms();
}