merloj: spawn bases

This commit is contained in:
Maciekxdabu 2022-05-23 12:55:42 +02:00
parent 2645aad5f4
commit 16365477b0

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@ -24,16 +24,19 @@ public class TilemapManager : MonoBehaviour
[Header("Soldiers values")]
[SerializeField] private Vector2Int allyBaseCoord = Vector2Int.zero;
[SerializeField] private Vector2Int[] soldierStartingPositions = null;
[Header("Enemies values")]
[SerializeField] private Vector2Int enemyBaseCoord = Vector2Int.zero;
[SerializeField] private Vector2Int[] enemyStartingPositions = null;
[Header("References")]
[SerializeField] private Tilemap tilemap = null;
[SerializeField] private GameObject soldierPrefab = null;
[SerializeField] private GameObject basePrefab = null;
// private (do not edit) variables
@ -50,6 +53,11 @@ public class TilemapManager : MonoBehaviour
private void Start()
{
//spawn bases
SpawnSoldier(allyBaseCoord.x, allyBaseCoord.y, true, true);
SpawnSoldier(enemyBaseCoord.x, enemyBaseCoord.y, false, true);
//spawn soldiers
foreach (Vector2Int vec in soldierStartingPositions)
SpawnSoldier(vec.x, vec.y, true);
foreach (Vector2Int vec in enemyStartingPositions)
@ -85,12 +93,15 @@ public class TilemapManager : MonoBehaviour
// ---------- public functions
public bool SpawnSoldier(int x, int y, bool isAlly)
public bool SpawnSoldier(int x, int y, bool isAlly, bool isBase=false)
{
if (GetTileState(x, y) != TileState.free)
return false;
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
if (isBase)
tiles[x, y].standingSoldier = Instantiate(basePrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
if (isBase)
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
if (isAlly)
tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);