private void DestroyTiles(fix2 position, fix radius)
    {
        TileWorld         tileWorld = CommonReads.GetTileWorld(Accessor);
        NativeList <int2> tiles     = new NativeList <int2>(Allocator.Temp);

        var transformTileRequests = GetSingletonBuffer <SystemRequestTransformTile>();

        Job.WithCode(() =>
        {
            TilePhysics.GetAllTilesWithin(position, radius, tiles);

            for (int i = 0; i < tiles.Length; i++)
            {
                Entity tileEntity           = tileWorld.GetEntity(tiles[i]);
                TileFlagComponent tileFlags = tileWorld.GetFlags(tileEntity);

                if (!tileFlags.IsOutOfGrid && tileFlags.IsDestructible)
                {
                    // remove ladder and terrain flags
                    tileFlags.Value &= ~(TileFlags.Ladder | TileFlags.Terrain);
                    transformTileRequests.Add(new SystemRequestTransformTile()
                    {
                        Tile         = tiles[i],
                        NewTileFlags = tileFlags
                    });
                }
            }
        }).Run();
    }
Esempio n. 2
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        public bool Evaluate(int2 tile)
        {
            Entity tileEntity = TileWorld.GetEntity(tile);

            if (tileEntity != Entity.Null)
            {
                return(TileWorld.GetFlags(tileEntity).IsTerrain);
            }
            return(false);
        }