private void MarkPossible(Character target) { foreach (QuadTile tile in tileMap.GetTilesInRange( tileMap.GetTile(target.transform.position.ToVector2IntXZ()), target.Data.move, target.Data.stepLayerLimit, target.Data.useRoughness)) { tile.ToggleViableMarker(true); } }
public void MarkPossible() { float heightLimit = activeCharacter.Data.AttackRange > 1 ? 20 : activeCharacter.Data.stepLayerLimit; // Should vertical range be unlimited or not foreach (QuadTile tile in tileMap.GetTilesInRange( tileMap.GetTile(activeCharacter.transform.position.ToVector2IntXZ()), activeCharacter.Data.AttackRange, heightLimit, false)) { tile.ToggleViableMarker(true); } }