public void EstablishNewTile(ClickableTile newTile) { gameObject.transform.position = new Vector3(newTile.GetTileCoordX(), newTile.GetTileCoordY(), gameObject.transform.position.z); newTile.AssignUnit(this); originTile = newTile; TireUnit(); }
//Player confirms the movement after the unit has moved and/or attacked public void EstablishNewTile() { ClickableTile newTile = possibleDestination; if (unitHasMoved == true && decidedToCapture == false) { capturePoints = 0; } gameObject.transform.position = new Vector3(newTile.GetTileCoordX(), newTile.GetTileCoordY(), gameObject.transform.position.z); originTile.UnassignUnit(); newTile.AssignUnit(this); originTile = newTile; GameManager.instance.unitSelected = null; TireUnit(); Map.instance.ReturnTilesToNormal(); }
// Use this for initialization void Start() { mySprite = gameObject.GetComponent <SpriteRenderer>(); myAnimator = gameObject.GetComponent <Animator>(); attackSpots = new List <ClickableTile>(); loadSpots = new List <ClickableTile>(); unloadSpots = new List <ClickableTile>(); interactableObjectives = new List <ClickableTile>(); ammo = maxAmmo; if (GetComponent <Cargo>() != null) { transportUnit = true; } //TODO: This is only for debug originTile = Map.instance.GetTile(initialX, initialY); originTile.AssignUnit(this); gameObject.transform.position = new Vector3(originTile.transform.position.x, originTile.transform.position.y, gameObject.transform.position.z); //////// }