IGridDriver
namespace Griff.Scenes;
public interface IGridDriverA component that moves its entity’s GridMovement itself, so the player’s keys don’t: a chaser, a patrol, a crate that’s pushed, a tactics unit sent somewhere. A script component can implement it to steer a grid mover too.
Properties
Section titled “Properties”StepTakesAction
Section titled “StepTakesAction”public virtual bool StepTakesAction { get; }Whether each step it takes uses one of its TurnTaker’s actions, when moves are taken in turns. False for one whose walk is all one go (a tactics unit’s, used up as it attacks or waits).
Methods
Section titled “Methods”NextStep
Section titled “NextStep”public ValueTuple<int, int>? NextStep(GridMovement movement)The way it wants to step next (one cell: x right, y up; on a hex map, (±1, ±1) for the hexagons in the rows above and below), or null for none: asked where the game is run, while its entity is between steps and no other step (a script’s, one pressed) is waiting.
StepBlocked
Section titled “StepBlocked”public void StepBlocked()Called when a step it was moving along couldn’t be taken (something’s in the way), so it stops where it is.