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https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-04 14:43:08 +02:00
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
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@ -24,11 +24,12 @@ public class PlayerClickSystem : MonoBehaviour
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if (Physics.Raycast(ray, out hit))
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{
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Transform objectHit = hit.transform;
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Vector3 hitWorldPosition = hit.point;
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Debug.Log($"Hit at {hitWorldPosition}");
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TilemapManager.Tile selectedTile;
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int x, y;
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TilemapManager.TileState tileState = tilemapManager.GetTileFromWorldCoords(objectHit.position, out selectedTile, out x, out y);
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TilemapManager.TileState tileState = tilemapManager.GetTileFromWorldCoords(hitWorldPosition, out selectedTile, out x, out y);
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if(tileState == TilemapManager.TileState.outOfBounds)
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{
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@ -20,6 +20,7 @@ public class TilemapManager : MonoBehaviour
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[Header("Common Values")]
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[SerializeField] private Vector2Int mapSize = new Vector2Int(5,5);
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[SerializeField] private Vector3 WORLD_SPACE_OFFSET = new Vector3(0.5f, 1f, 0.5f);
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[Header("Soldiers values")]
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@ -81,7 +82,7 @@ public class TilemapManager : MonoBehaviour
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if (GetTileState(x, y) != TileState.free)
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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)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<DummySoldier>();
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if (tiles[x, y].standingSoldier != null)
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return true;
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