private LandTile [] highlightedTiles; // Collection of the tiles that are highlighted (generally as part of movement or attack distance indicators). private void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); pathfinder = new Pathfinding(this); gridCursor = GetComponentInChildren <GridCursor> (); if (TileMapContainer == null) { TileMapContainer = new GameObject(); } TileMapContainer.transform.position = Vector3.zero; // The tiles are based on LandTileMap's position; so making sure it's 0. CreateGrid(); // !Temporary! creates the grid (currently semi-random grid) }
private LandTileMap tileMap; // A reference to the LandTileMap public Pathfinding(LandTileMap tileMap) { this.tileMap = tileMap; }