path movement works correctly now

The stuttering movement in my move coroutine was caused by the coroutine being fired every frame. Used the “following” bool to limit this. Nick showed me how to use SmoothDamp to add curves to movement, discussed using delegates and events. Added a piece controller script to use as a sort of state machine.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;

public class Piece : MonoBehaviour
{
    //piece attributes
    public delegate void PieceAction();
    public static event PieceAction OnCompleteMove;

    Vector3Int cellPosition;
    public Vector3Int[] cellPositions;
    public string pieceName = "unnamed";
    public int strength = 0; // can take pieces with strength under this number
    public int range = 1; //this is the move range
    public bool isPlayer = true;
    public GameObject prey; //what the piece is seeking

    //the world
    Grid grid;
    public Tilemap navmap;

    //pathing
    private SimplePF2D.Path path;
    private Rigidbody2D rb;
    private float moveSpeed = 6f; //speed for Moving()
    private bool isStationary = true; //not using this yet
    Coroutine MoveIE;
    SimplePathFinding2D pf;

    // Start is called before the first frame update
    void Start()
    {
        grid = GameController.instance.grid;
        rb = GetComponent<Rigidbody2D>();
        pf = GameObject.Find("Grid").GetComponent<SimplePathFinding2D>();
        path = new SimplePF2D.Path(pf);
        PieceManager.AllPieces.Add(this);
    }


    private void OnDestroy()
    {
        PieceManager.AllPieces.Remove(this);
    }


    // Update is called once per frame
    void Update()
    {
        if (GameController.CurrentState == GameState.PlayerTurn && isPlayer == true) //it's the players turn, and im the player
        {
            Vector3 position = transform.position;
            //Vector3Int cellPosition = grid.WorldToCell(transform.position);
            Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            mouseWorldPos.z = 0.0f;

            if (Input.GetMouseButtonDown(0) && path.IsGenerated() == false) //click the mouse
            {

                Vector3Int coordinate = grid.WorldToCell(mouseWorldPos); //get a hex cell coordinate from a mouse click
                //Debug.Log("piece position: " + cellPosition);
                Debug.Log("destination: " + coordinate);
                path.CreatePath(position, mouseWorldPos); // generate a path

            }
            if (path.IsGenerated() && !following) //once there's a path
            {
                StartCoroutine(followPath());
                isStationary = false;
            }
        }

    }

    bool following = false;

    IEnumerator followPath()
    {
        following = true;
        List<Vector3Int> cellPositions = path.GetPathPointList(); // a list of grid positions in the path
        for (int i = 0; i < cellPositions.Count; i++) //Loop through them (lists have a "count", not a "length")
        {
            Debug.Log("Get path point");
            Vector3 targetPos = path.GetPathPointWorld(i);

            Vector3 vel = Vector3.zero;
            while (Vector3.Distance(transform.position, targetPos) > 0.01f)
            {
                transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref vel, 0.5f, moveSpeed);

                //  transform.position = Vector3.MoveTowards(transform.position, targetPos, Time.deltaTime * moveSpeed);
                yield return new WaitForEndOfFrame();
            }

            Debug.Log("Reached path point");
            yield return new WaitForSeconds(0.05f);

        }

        if (OnCompleteMove != null)
            OnCompleteMove();
        path = new SimplePF2D.Path(pf);
        following = false;
    }

}

commit 2a1027b63bfc175ff425909612c59c52928d0545