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What I've found more useful in Unity is to really take advantage of editor, and realise the fact that you're working towards a solution that is drag and drop able rather than flexible in code. An enemy movement in Unity could be represented by a single method, but I believe it would be much better, and much more to the style of Unity to have separate ...


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I'm having difficulty because cells can have behaviour. They can be just a tile with no behaviour; a portal which sends the player somewhere (snake or a ladder); an exit, which has no behaviour but must be coupled with an entrance for rendering purposes (so the player would know what entrance the exit belongs to). But my instinct tells ...


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Right off the bat I think your units don't need neighbours. Zones should hold neighbouring zones but I would likely add a class called a zoneEdge that contains two pointers one for each zone sharing the edge. Each zone would hold a list of edges. Walking the edges would get the neighbouring zones. When it comes to pathfinding this will really help. Zones ...



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