From 3d9870b82513c2aeb474e2f131a61708d9046247 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Mon, 25 Dec 2023 23:19:58 +0000 Subject: [PATCH] Added drillable prefab to tilemap --- Assets/Scripts/Managers/GameManager.cs | 19 +++++++++++++------ 1 files changed, 13 insertions(+), 6 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 13f8eb3..61f90f9 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -129,12 +129,19 @@ //Debug.Log(tilemap.HasTile(cellCoord)); if (tilemap.HasTile(cellCoord)) { - tilemap.SetTile(cellCoord, null); - destroyedTiles.Add(cellCoord); - Vector3 moveToPosition = grid.CellToWorld(cellCoord); - moveToPosition.x += 0.5f; - moveToPosition.y += 0.5f; - CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition); + if (tilemap.GetInstantiatedObject(cellCoord)?.GetComponent<Drillable>()?.isDrillable ?? false) + { + tilemap.SetTile(cellCoord, null); + destroyedTiles.Add(cellCoord); + Vector3 moveToPosition = grid.CellToWorld(cellCoord); + moveToPosition.x += 0.5f; + moveToPosition.y += 0.5f; + CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition, drillDirection); + } + else + { + //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition); + } } } #endregion -- Gitblit v1.9.3