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TilemapManager tilemapManager; + [SerializeField] TilemapManager tilemapManager; private void Awake() { tilemapManager = FindObjectOfType(); @@ -16,8 +16,9 @@ public class PlayerClickSystem : MonoBehaviour // Update is called once per frame void Update() { - if(Input.GetMouseButton(0)) + if(Input.GetMouseButton(0)) // Change to new input system { + //Debug.Log("CLICK"); Camera camera = Camera.main; RaycastHit hit; Ray ray = camera.ScreenPointToRay(Input.mousePosition); diff --git a/theProject/Assets/Scripts/Soldier.cs b/theProject/Assets/Scripts/Soldier.cs index 306a7e16..3ba20c48 100644 --- a/theProject/Assets/Scripts/Soldier.cs +++ b/theProject/Assets/Scripts/Soldier.cs @@ -22,6 +22,12 @@ public class Soldier : MonoBehaviour [SerializeField] private TMP_Text nameText = null; [SerializeField] private TMP_Text healthPointsText = null; + + public SoldierType TempGetOwnType() + { + return ourType; + } + // Start is called before the first frame update void Start(){ healthPoints = maxHealthPoints; // initialize health diff --git a/theProject/Assets/Scripts/Squad.cs b/theProject/Assets/Scripts/Squad.cs index 6989bcee..5ca2ba8a 100644 --- a/theProject/Assets/Scripts/Squad.cs +++ b/theProject/Assets/Scripts/Squad.cs @@ -26,6 +26,11 @@ public class Squad : MonoBehaviour [SerializeField] private List soldiers = new List(); // soldiers belonging to the squad private Queue orders = new Queue(); // orders given to the squad + public void TempAddSoldierToSquad(Soldier soldier) + { + soldiers.Add(soldier); + } + private void Awake() { TickSystem.OnTick += HandleTick;