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https://github.com/kuhyx/WUT_Computer_Science.git
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merloj: working movement on Development
- plus fixed text on Base prefab
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parent
68a93d8891
commit
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@ -81,8 +81,8 @@ MonoBehaviour:
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ourType: 0
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ourType: 0
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maxHealthPoints: 10
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maxHealthPoints: 10
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healthPoints: 1
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healthPoints: 1
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nameText: {fileID: 0}
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nameText: {fileID: 6838251604148675782}
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healthPointsText: {fileID: 0}
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healthPointsText: {fileID: 8012357605284019061}
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--- !u!1 &2026481257847620386
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--- !u!1 &2026481257847620386
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -249,12 +249,12 @@ MonoBehaviour:
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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m_renderer: {fileID: 1498494949006888735}
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m_maskType: 0
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_SortingLayer: 0
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_SortingLayer: 0
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_SortingLayerID: 0
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_SortingLayerID: 0
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_SortingOrder: 0
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_SortingOrder: 0
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m_hasFontAssetChanged: 0
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m_renderer: {fileID: 1498494949006888735}
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m_maskType: 0
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--- !u!1 &2062275012809416088
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--- !u!1 &2062275012809416088
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -421,12 +421,12 @@ MonoBehaviour:
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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m_renderer: {fileID: 4083783489867894370}
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m_maskType: 0
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_SortingLayer: 0
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_SortingLayer: 0
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_SortingLayerID: 0
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_SortingLayerID: 0
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_SortingOrder: 0
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_SortingOrder: 0
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m_hasFontAssetChanged: 0
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m_renderer: {fileID: 4083783489867894370}
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m_maskType: 0
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--- !u!1 &8380328954527329432
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--- !u!1 &8380328954527329432
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -105,17 +105,17 @@ public class TilemapManager : MonoBehaviour
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else
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else
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tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
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tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
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if (tiles[x, y].standingSoldier == null)
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return false;
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if (isAlly)
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if (isAlly)
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tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);
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tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);
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else
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else
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tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Enemy);
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tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Enemy);
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if (tiles[x, y].standingSoldier != null)
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return true;
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tiles[x, y].standingSoldier.SetTileCoords(new Vector2Int(x, y));
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tiles[x, y].standingSoldier.SetTileCoords(new Vector2Int(x, y));
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return false;
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return true;
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}
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}
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public bool DespawnSoldier(int x, int y)
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public bool DespawnSoldier(int x, int y)
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