void selectMove() { if (Input.GetMouseButton(0) && !select_started && gridManager.matrixPosToWorld(playerPos) == gridManager.mousePositionToTileMapPosition(Input.mousePosition)) { mousePressed = true; Vector3Int next = gridManager.mousePositionToTileMapPosition(Input.mousePosition); last_position = gridManager.tilemapGridToMatrixPos(next); gridManager.board_tilemap.SetTile(next, gridManager.red_tile); select_started = true; } if (Input.GetMouseButton(0) && select_started && spaces_selected < player_moves) { Vector3Int next = gridManager.mousePositionToTileMapPosition(Input.mousePosition); Vector3Int nextCoord = gridManager.tilemapGridToMatrixPos(next); if (gridManager.are_adjacent(last_position, nextCoord)) { gridManager.board_tilemap.SetTile(next, gridManager.red_tile); move_queue.Enqueue(nextCoord); last_position = nextCoord; spaces_selected++; } else if (last_position != nextCoord) { select_started = false; mousePressed = false; spaces_selected = 0; gridManager.clearPaths(); move_queue.Clear(); } } if (mousePressed && !Input.GetMouseButton(0)) { turnDone = true; mousePressed = false; select_started = false; spaces_selected = 0; turnManager.nextTurn(); } }
// Update is called once per frame void Update() { if (enemyTurn && !turnDone) { tempMovement(); } else if (enemyTurn && turnDone && !moving) { enemyTurn = false; turnDone = false; turnManager.nextTurn(); } }