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https://github.com/kuhyx/WUT_Computer_Science.git
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WIP, before tilemap manager changes
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 049060bf353f41b4fb0d3675a00a1832
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guid: ab3f3b9b28d59aa48a9da7d926f1e0cd
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DefaultImporter:
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DefaultImporter:
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externalObjects: {}
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externalObjects: {}
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userData:
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userData:
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@ -12,20 +12,22 @@ public class SquadManager : MonoBehaviour
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{
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{
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playerSquad = Instantiate(squadPrefab).GetComponent<Squad>();
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playerSquad = Instantiate(squadPrefab).GetComponent<Squad>();
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playerSquad.gameObject.name = "Player Squad";
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playerSquad.gameObject.name = "Player Squad";
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playerSquad.transform.SetParent(transform);
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enemySquad = Instantiate(squadPrefab).GetComponent<Squad>();
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enemySquad = Instantiate(squadPrefab).GetComponent<Squad>();
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enemySquad.gameObject.name = "Enemy Squad";
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enemySquad.gameObject.name = "Enemy Squad";
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enemySquad.transform.SetParent(transform);
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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Debug.Log("Added initial soldeirs to squad");
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Debug.Log("Added initial soldiers to squad");
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// add all ally soldiers to squad
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// add all ally soldiers to squad
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var soldiers = FindObjectsOfType<Soldier>();
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var soldiers = FindObjectsOfType<Soldier>();
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foreach(var soldier in soldiers)
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foreach(var soldier in soldiers)
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{
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{
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if(soldier.TempGetOwnType() == Soldier.SoldierType.Ally)
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if(soldier.GetOwnType() == Soldier.SoldierType.Ally)
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{
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{
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playerSquad.TempAddSoldierToSquad(soldier);
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playerSquad.TempAddSoldierToSquad(soldier);
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}
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}
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@ -60,7 +60,7 @@ public class Soldier : MonoBehaviour
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[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
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[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
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public SoldierType TempGetOwnType()
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public SoldierType GetOwnType()
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{
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{
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return ourType;
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return ourType;
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}
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}
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