PlayerClickSystem fix and Soldier world position adjusted

+ PlayerClickSytem
++ now pass position of raycast hit not position of object iht
+ TilemapManager
++ added world space offset to place soldiers within the tile they stand at
This commit is contained in:
Gabriel Ksawery Skowron-Rodriguez 2022-05-17 13:37:02 +02:00
parent d6f6631de8
commit e804e6bff6
3 changed files with 141 additions and 6 deletions

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@ -24,11 +24,12 @@ public class PlayerClickSystem : MonoBehaviour
if (Physics.Raycast(ray, out hit))
{
Transform objectHit = hit.transform;
Vector3 hitWorldPosition = hit.point;
Debug.Log($"Hit at {hitWorldPosition}");
TilemapManager.Tile selectedTile;
int x, y;
TilemapManager.TileState tileState = tilemapManager.GetTileFromWorldCoords(objectHit.position, out selectedTile, out x, out y);
TilemapManager.TileState tileState = tilemapManager.GetTileFromWorldCoords(hitWorldPosition, out selectedTile, out x, out y);
if(tileState == TilemapManager.TileState.outOfBounds)
{

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@ -20,6 +20,7 @@ public class TilemapManager : MonoBehaviour
[Header("Common Values")]
[SerializeField] private Vector2Int mapSize = new Vector2Int(5,5);
[SerializeField] private Vector3 WORLD_SPACE_OFFSET = new Vector3(0.5f, 1f, 0.5f);
[Header("Soldiers values")]
@ -81,7 +82,7 @@ public class TilemapManager : MonoBehaviour
if (GetTileState(x, y) != TileState.free)
return false;
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)), Quaternion.identity).GetComponent<DummySoldier>();
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<DummySoldier>();
if (tiles[x, y].standingSoldier != null)
return true;