/*
* This method calculates the new spots that are no longer available after object placement
* Params - obstacleGrid: the PlacementGrid for the obstacle just placed
* r, c: the row and column the obstacle was placed
*/
void CalculateAvailableCells(PlacementGrid obstacleGrid, int r, int c) {
// Every cell around a closed cell in obstacleGrid is no longer available
foreach(PGridCell cell in obstacleGrid.Cells()) {
if (cell.Closed) {
// remember that there is actually an obstacle at this cell
occupiedGrid.SetCell (r + cell.Row, c + cell.Col, true);
for (int i = r + cell.Row - 1; i <= r + cell.Row + 1; i++) {
for (int j = c + cell.Col - 1; j <= c + cell.Col + 1; j++) {
if (i >= 0 && i < levelPGrid.Height
&& j >= 0 && j < levelPGrid.Width) {
levelPGrid.SetCell (i, j, true);
//GameManager.objects.Create (ResourcePaths.SpotMarker, new Vector3 (j+.5f, -i-.5f, 0), Quaternion.identity);
}
}
}
}
}
}