diff --git a/theProject/Assets/Prefabs/Base.prefab b/theProject/Assets/Prefabs/Base.prefab index c421aec5..de3b1be1 100644 --- a/theProject/Assets/Prefabs/Base.prefab +++ b/theProject/Assets/Prefabs/Base.prefab @@ -81,8 +81,8 @@ MonoBehaviour: ourType: 0 maxHealthPoints: 10 healthPoints: 1 - nameText: {fileID: 0} - healthPointsText: {fileID: 0} + nameText: {fileID: 6838251604148675782} + healthPointsText: {fileID: 8012357605284019061} --- !u!1 &2026481257847620386 GameObject: m_ObjectHideFlags: 0 @@ -249,12 +249,12 @@ MonoBehaviour: m_margin: {x: 0, y: 0, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 - m_hasFontAssetChanged: 0 - m_renderer: {fileID: 1498494949006888735} - m_maskType: 0 _SortingLayer: 0 _SortingLayerID: 0 _SortingOrder: 0 + m_hasFontAssetChanged: 0 + m_renderer: {fileID: 1498494949006888735} + m_maskType: 0 --- !u!1 &2062275012809416088 GameObject: m_ObjectHideFlags: 0 @@ -421,12 +421,12 @@ MonoBehaviour: m_margin: {x: 0, y: 0, z: 0, w: 0} m_isUsingLegacyAnimationComponent: 0 m_isVolumetricText: 0 - m_hasFontAssetChanged: 0 - m_renderer: {fileID: 4083783489867894370} - m_maskType: 0 _SortingLayer: 0 _SortingLayerID: 0 _SortingOrder: 0 + m_hasFontAssetChanged: 0 + m_renderer: {fileID: 4083783489867894370} + m_maskType: 0 --- !u!1 &8380328954527329432 GameObject: m_ObjectHideFlags: 0 diff --git a/theProject/Assets/Scripts/Managers/TilemapManager.cs b/theProject/Assets/Scripts/Managers/TilemapManager.cs index c59aa607..1607b641 100644 --- a/theProject/Assets/Scripts/Managers/TilemapManager.cs +++ b/theProject/Assets/Scripts/Managers/TilemapManager.cs @@ -105,17 +105,17 @@ public class TilemapManager : MonoBehaviour else tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent(); + if (tiles[x, y].standingSoldier == null) + return false; + if (isAlly) tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally); else tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Enemy); - if (tiles[x, y].standingSoldier != null) - return true; - tiles[x, y].standingSoldier.SetTileCoords(new Vector2Int(x, y)); - return false; + return true; } public bool DespawnSoldier(int x, int y)