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merloj: applied new soldiers to tilemap
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@ -1,113 +0,0 @@
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@ -1,8 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DummySoldier : MonoBehaviour
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{
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}
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@ -14,7 +14,7 @@ public class TilemapManager : MonoBehaviour
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public struct Tile
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public struct Tile
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{
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{
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public DummySoldier standingSoldier;
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public Soldier standingSoldier;
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}
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}
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[Header("Common Values")]
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[Header("Common Values")]
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@ -49,8 +49,8 @@ public class TilemapManager : MonoBehaviour
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private void Start()
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private void Start()
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{
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{
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SpawnSoldier(soldierStartingPosition.x, soldierStartingPosition.y);
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SpawnSoldier(soldierStartingPosition.x, soldierStartingPosition.y, true);
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SpawnSoldier(enemyStartingPosition.x, enemyStartingPosition.y);
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SpawnSoldier(enemyStartingPosition.x, enemyStartingPosition.y, false);
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}
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}
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private void OnValidate()
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private void OnValidate()
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@ -76,12 +76,12 @@ public class TilemapManager : MonoBehaviour
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// ---------- public functions
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// ---------- public functions
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public bool SpawnSoldier(int x, int y)
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public bool SpawnSoldier(int x, int y, bool isAlly)
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{
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{
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if (GetTileState(x, y) != TileState.free)
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if (GetTileState(x, y) != TileState.free)
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return false;
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return false;
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tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)), Quaternion.identity).GetComponent<DummySoldier>();
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tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)), Quaternion.identity).GetComponent<Soldier>();
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if (tiles[x, y].standingSoldier != null)
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if (tiles[x, y].standingSoldier != null)
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return true;
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return true;
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@ -101,7 +101,7 @@ public class TilemapManager : MonoBehaviour
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return true;
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return true;
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}
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}
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public DummySoldier GetSoldier(int x, int y)
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public Soldier GetSoldier(int x, int y)
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{
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{
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if (GetTileState(x, y) != TileState.taken)
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if (GetTileState(x, y) != TileState.taken)
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return null;
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return null;
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