public static void SpawnRandomGoldTiles(int amount, GameObject goldPrefab, Transform goldParent)
        {
            TileMap tm = TileMapInterfacer.Instance.TileMap;

            Vector2[] goldTiles = GetRandomGoldTiles(amount);
            for (int i = 0; i < goldTiles.Length; i++)
            {
                tm.UpdateTexture(goldTiles[i], new Noblock());
                Lean.LeanPool.Spawn(goldPrefab, tm.ConvertTileToWorld(goldTiles[i]), Quaternion.identity, goldParent);
            }
        }
Example #2
0
        // Update is called once per frame
        void Update()
        {
            if (Input.GetMouseButtonDown(0))
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hitInfo;

                if (theCollider.Raycast(ray, out hitInfo, Mathf.Infinity))
                {
                    int x = (int)((hitInfo.point.x / theMeshRenderer.bounds.size.x) * _tileMap.size_x);
                    int y = (int)((hitInfo.point.y / theMeshRenderer.bounds.size.y) * _tileMap.size_z);
                    //Debug.Log("Tile: " + x + ", " + z);
                    // Debug.Log("Hit info  x : " + Mathf.RoundToInt(hitInfo.point.x / _tileMap.tileSize) + " y: " + Mathf.RoundToInt(hitInfo.point.y / _tileMap.tileSize));

                    _tileMap.UpdateTexture(x, y, new DirtBlock());
                }
            }
        }
Example #3
0
 protected virtual void OnDespawn()
 {
     theTileMap.UpdateTexture(Pos, new Noblock());
 }