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https://github.com/kuhyx/WUT_Computer_Science.git
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merloj: spawn bases
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commit
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@ -24,16 +24,19 @@ public class TilemapManager : MonoBehaviour
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[Header("Soldiers values")]
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[Header("Soldiers values")]
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[SerializeField] private Vector2Int allyBaseCoord = Vector2Int.zero;
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[SerializeField] private Vector2Int[] soldierStartingPositions = null;
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[SerializeField] private Vector2Int[] soldierStartingPositions = null;
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[Header("Enemies values")]
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[Header("Enemies values")]
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[SerializeField] private Vector2Int enemyBaseCoord = Vector2Int.zero;
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[SerializeField] private Vector2Int[] enemyStartingPositions = null;
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[SerializeField] private Vector2Int[] enemyStartingPositions = null;
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[Header("References")]
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[Header("References")]
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[SerializeField] private Tilemap tilemap = null;
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[SerializeField] private Tilemap tilemap = null;
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[SerializeField] private GameObject soldierPrefab = null;
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[SerializeField] private GameObject soldierPrefab = null;
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[SerializeField] private GameObject basePrefab = null;
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// private (do not edit) variables
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// private (do not edit) variables
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@ -50,6 +53,11 @@ 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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//spawn bases
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SpawnSoldier(allyBaseCoord.x, allyBaseCoord.y, true, true);
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SpawnSoldier(enemyBaseCoord.x, enemyBaseCoord.y, false, true);
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//spawn soldiers
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foreach (Vector2Int vec in soldierStartingPositions)
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foreach (Vector2Int vec in soldierStartingPositions)
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SpawnSoldier(vec.x, vec.y, true);
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SpawnSoldier(vec.x, vec.y, true);
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foreach (Vector2Int vec in enemyStartingPositions)
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foreach (Vector2Int vec in enemyStartingPositions)
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@ -85,12 +93,15 @@ 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, bool isAlly)
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public bool SpawnSoldier(int x, int y, bool isAlly, bool isBase=false)
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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)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
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if (isBase)
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tiles[x, y].standingSoldier = Instantiate(basePrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
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if (isBase)
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tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
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if (isAlly)
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if (isAlly)
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tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);
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tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);
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