merloj: tilemapy stuffy

- collider tilempawoy
- rysowanie ustalonej wielkości mapy
This commit is contained in:
Maciekxdabu 2022-05-23 17:29:47 +02:00
parent 39c0b33131
commit 7cc7000a67
7 changed files with 164 additions and 1070 deletions

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File diff suppressed because it is too large Load Diff

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@ -37,6 +37,7 @@ public class TilemapManager : MonoBehaviour
[SerializeField] private Tilemap tilemap = null;
[SerializeField] private GameObject soldierPrefab = null;
[SerializeField] private GameObject basePrefab = null;
[SerializeField] private TileBase[] tilesToDraw = null;
// private (do not edit) variables
@ -55,6 +56,14 @@ public class TilemapManager : MonoBehaviour
private void Start()
{
//draw tilemap
TileBase[] tilesToDrawTemp = new TileBase[mapSize.x * mapSize.y];
for (int i=0; i<tilesToDrawTemp.Length; i++)
{
tilesToDrawTemp[i] = tilesToDraw[Random.Range(0, tilesToDraw.Length)];
}
tilemap.SetTilesBlock(new BoundsInt(0, 0, 0, mapSize.x, mapSize.y, 1), tilesToDrawTemp);
//spawn bases
SpawnSoldier(allyBaseCoord.x, allyBaseCoord.y, true, true);
SpawnSoldier(enemyBaseCoord.x, enemyBaseCoord.y, false, true);
@ -101,9 +110,9 @@ public class TilemapManager : MonoBehaviour
return false;
if (isBase)
tiles[x, y].standingEntity = Instantiate(basePrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Base>();
tiles[x, y].standingEntity = Instantiate(basePrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, basePrefab.transform.rotation).GetComponent<Base>();
else
tiles[x, y].standingEntity = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
tiles[x, y].standingEntity = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, soldierPrefab.transform.rotation).GetComponent<Soldier>();
if (tiles[x, y].standingEntity == null)
return false;

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@ -35,10 +35,25 @@ public class PlayerClickSystem : MonoBehaviour
Camera camera = Camera.main;
RaycastHit hit;
Ray ray = camera.ScreenPointToRay(mousePos);
RaycastHit2D hit2D = Physics2D.GetRayIntersection(ray);
Vector3 tileCoord = new Vector3(-1, -1, -1);
bool hitted = false;
if (Physics.Raycast(ray, out hit))
{
Vector3 hitWorldPosition = hit.point;
tileCoord = hit.point;
hitted = true;
}
else if (hit2D.collider != null)
{
tileCoord = hit2D.point;
hitted = true;
}
if (hitted)
{
Vector3 hitWorldPosition = tileCoord;
Debug.Log($"Hit at {hitWorldPosition}");
TilemapManager.Tile selectedTile;

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