// Use this for initialization void Start() { for (var i = 0; i < gameWorldGrid.transform.childCount; i++) { Tilemap child = gameWorldGrid.transform.GetChild(i).GetComponent <Tilemap>(); child.CompressBounds(); // Debug.Log(child.cellBounds); } SetNewMovementPath(character); // gameWorld.AddNewCharacterToLocation(new Vector3Int(-5, 0, 0)); Character character2 = gameWorld.AddNewCharacterToLocation(new Vector3Int(-5, -2, 0)); var item = gameWorld.GetItemAtLocation(new Vector3Int(-2, -1, 0)); item.AddToCurrentAmount(ItemType.Wood, 161); item.RemoveFromCurrentAmount(ItemType.Wood, 160); gameWorld.AddNewItemToLocation(new Vector3Int(-3, -3, 0), ItemType.Wood, 100); var itemsAtLocation = gameWorld.GetAllItemsInBoundary(gameWorld.GetWorldBoundary()); character.Inventory.AddToCurrentAmount(ItemType.Wood, 100); Debug.Log(character.Inventory.GetCurrentAmount(ItemType.Wood)); Debug.Log(character2.Inventory.GetCurrentAmount(ItemType.Wood)); character.Inventory.CommitToAnInventory(character2.Inventory, ItemType.Wood, 100); character.Inventory.MoveItemFromThisInventoryTo(character2.Inventory, ItemType.Wood, 25); Debug.Log(character.Inventory.GetCurrentAmount(ItemType.Wood)); Debug.Log(character2.Inventory.GetCurrentAmount(ItemType.Wood)); character.Inventory.MoveItemFromThisInventoryTo(character2.Inventory, ItemType.Wood, 25); character2.Inventory.CommitToAnInventory(character.Inventory, ItemType.Wood, 50); Debug.Log(character.Inventory.GetCurrentAmount(ItemType.Wood)); Debug.Log(character2.Inventory.GetCurrentAmount(ItemType.Wood)); // character.Inventory.MoveItemFromThisInventoryTo(character2.Inventory, ItemType.Wood, 51); // allTiles = Resources.LoadAll<Tile>("Tilemaps/Tiles/"); // foreach (Tile tile in allTiles) // { // BlockingTile newTile = ScriptableObject.CreateInstance<BlockingTile>(); // newTile.sprite = tile.sprite; // newTile.name = tile.name; // // AssetDatabase.CreateAsset(newTile, "Assets/Resources/Tilemaps/BlockableTiles/"+tile.name+".asset"); // Debug.Log(AssetDatabase.GetAssetPath(tile)); // } // Print the path of the created asset //print total amount of tiles which are blocked and which are not // for (var i = 0; i < gameWorldGrid.transform.childCount; i++) { // Tilemap child = gameWorldGrid.transform.GetChild(i).GetComponent<Tilemap>(); // child.CompressBounds(); // TileBase[] tiles = child.GetTilesBlock(child.cellBounds); // foreach (TileBase tile in tiles) // { // BlockingTile convertedTile = tile as BlockingTile; // if (convertedTile != null) // { // Debug.Log("Found a blocking tile"); // Debug.Log("Tile is impassible: " + convertedTile.isImpassible); // } // else // { // Debug.Log("Non blocking tile"); // } // } // // } }