public void Set_Tile(Tile_Obj tile_obj, Tile_Sort tile_sort) { SetTile(tile_obj.Tile.x, tile_obj.Tile.y, tile_sort); //tile_obj.tile_Sort = tile_sort; StartCoroutine(Build_Anim(tile_obj.gameObject)); Ready_To_Update_Sight(); Update_Sight(); //Set_Map_Taget(Get_Map_target()); }
public IEnumerator Tile_Move_event(Tile_Obj tile, Vector3 dex) { Vector3 Starting_Postionm = tile.transform.position; while (!(Mathf.Abs(tile.transform.position.z - dex.z) <= 0.05f)) { tile.transform.position = Vector3.MoveTowards(tile.transform.position, dex, Door_Move_Speed * Time.deltaTime); yield return(null); } }