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Merge branch 'merloj-tilemap' into Development
This commit is contained in:
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3e6fb92ac2
113
The project/Assets/Prefabs/Dummy Soldier.prefab
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m_AnimatedTiles: {}
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m_TileSpriteArray: []
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m_TileMatrixArray: []
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m_TileColorArray: []
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m_TileObjectToInstantiateArray: []
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m_AnimationFrameRate: 1
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Origin: {x: 0, y: 0, z: 0}
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m_Size: {x: 0, y: 0, z: 1}
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m_TileAnchor: {x: 0.5, y: 0.5, z: 0}
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8
The project/Assets/Scripts/DummySoldier.cs
Normal file
8
The project/Assets/Scripts/DummySoldier.cs
Normal file
@ -0,0 +1,8 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DummySoldier : MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
11
The project/Assets/Scripts/DummySoldier.cs.meta
Normal file
11
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Normal file
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139
The project/Assets/Scripts/TilemapManager.cs
Normal file
139
The project/Assets/Scripts/TilemapManager.cs
Normal file
@ -0,0 +1,139 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
|
||||
public class TilemapManager : MonoBehaviour
|
||||
{
|
||||
private enum TileState
|
||||
{
|
||||
free,
|
||||
taken,
|
||||
outOfBounds
|
||||
}
|
||||
|
||||
public struct Tile
|
||||
{
|
||||
public DummySoldier standingSoldier;
|
||||
}
|
||||
|
||||
[Header("Common Values")]
|
||||
|
||||
[SerializeField] private Vector2Int mapSize = new Vector2Int(5,5);
|
||||
|
||||
[Header("Soldiers values")]
|
||||
|
||||
[SerializeField] private Vector2Int soldierStartingPosition = Vector2Int.zero;
|
||||
|
||||
[Header("Enemies values")]
|
||||
|
||||
[SerializeField] private Vector2Int enemyStartingPosition = Vector2Int.zero;
|
||||
|
||||
[Header("References")]
|
||||
|
||||
[SerializeField] private Tilemap tilemap = null;
|
||||
[SerializeField] private GameObject soldierPrefab = null;
|
||||
|
||||
// private (do not edit) variables
|
||||
|
||||
[Header("Debug (do not change)")]
|
||||
|
||||
private Tile[,] tiles = null;
|
||||
|
||||
// ---------- Unity messages
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
tiles = new Tile[mapSize.x, mapSize.y];
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
SpawnSoldier(soldierStartingPosition.x, soldierStartingPosition.y);
|
||||
SpawnSoldier(enemyStartingPosition.x, enemyStartingPosition.y);
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
if (soldierStartingPosition.x < 0)
|
||||
soldierStartingPosition.x = 0;
|
||||
if (soldierStartingPosition.y < 0)
|
||||
soldierStartingPosition.y = 0;
|
||||
if (soldierStartingPosition.x >= mapSize.x)
|
||||
soldierStartingPosition.x = mapSize.x - 1;
|
||||
if (soldierStartingPosition.y >= mapSize.y)
|
||||
soldierStartingPosition.y = mapSize.y - 1;
|
||||
|
||||
if (enemyStartingPosition.x < 0)
|
||||
enemyStartingPosition.x = 0;
|
||||
if (enemyStartingPosition.y < 0)
|
||||
enemyStartingPosition.y = 0;
|
||||
if (enemyStartingPosition.x >= mapSize.x)
|
||||
enemyStartingPosition.x = mapSize.x - 1;
|
||||
if (enemyStartingPosition.y >= mapSize.y)
|
||||
enemyStartingPosition.y = mapSize.y - 1;
|
||||
}
|
||||
|
||||
// ---------- public functions
|
||||
|
||||
public bool SpawnSoldier(int x, int y)
|
||||
{
|
||||
if (GetTileState(x, y) != TileState.free)
|
||||
return false;
|
||||
|
||||
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)), Quaternion.identity).GetComponent<DummySoldier>();
|
||||
|
||||
if (tiles[x, y].standingSoldier != null)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool DespawnSoldier(int x, int y)
|
||||
{
|
||||
if (GetTileState(x, y) != TileState.taken)
|
||||
return false;
|
||||
|
||||
Destroy(tiles[x, y].standingSoldier.gameObject);
|
||||
tiles[x, y].standingSoldier = null;
|
||||
Debug.Log("Despaned a soldier");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public DummySoldier GetSoldier(int x, int y)
|
||||
{
|
||||
if (GetTileState(x, y) != TileState.taken)
|
||||
return null;
|
||||
|
||||
return tiles[x,y].standingSoldier;
|
||||
}
|
||||
|
||||
public bool MoveSoldier(int x1, int y1, int x2, int y2)
|
||||
{
|
||||
if (GetTileState(x1, y1) == TileState.taken && GetTileState(x2, y2) == TileState.free)
|
||||
{
|
||||
tiles[x2, y2].standingSoldier = tiles[x1, y1].standingSoldier;
|
||||
tiles[x1, y1].standingSoldier = null;
|
||||
|
||||
tiles[x2, y2].standingSoldier.transform.position = tilemap.CellToWorld(new Vector3Int(x2, y2, 0));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// ---------- private methods
|
||||
|
||||
private TileState GetTileState(int x, int y)
|
||||
{
|
||||
if (x < 0 || y < 0 || x >= mapSize.x || y >= mapSize.y)
|
||||
return TileState.outOfBounds;
|
||||
|
||||
if (tiles[x, y].standingSoldier == null)
|
||||
return TileState.free;
|
||||
|
||||
return TileState.taken;
|
||||
}
|
||||
}
|
||||
11
The project/Assets/Scripts/TilemapManager.cs.meta
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11
The project/Assets/Scripts/TilemapManager.cs.meta
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8
The project/Assets/Tilemap.meta
Normal file
8
The project/Assets/Tilemap.meta
Normal file
@ -0,0 +1,8 @@
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182
The project/Assets/Tilemap/Soldier Palette.prefab
Normal file
182
The project/Assets/Tilemap/Soldier Palette.prefab
Normal file
@ -0,0 +1,182 @@
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7
The project/Assets/Tilemap/Soldier Palette.prefab.meta
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The project/Assets/Tilemap/Soldier Palette.prefab.meta
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Loading…
Reference in New Issue
Block a user