public void Move(TileLogic tile) { pathTiles.Add(tile); tile.IsChecked = true; coordinates = tile; gameObject.transform.position = tile.transform.position; ROTATION rot = CountRotationHead(); int mat = ChooseMaterial(); //head coordinates.GetComponent <SpriteRenderer>().sprite = box.sprites[0]; coordinates.gameObject.transform.rotation = Quaternion.Euler(RotationFromROTATION(rot)); //rest if (pathTiles.Count >= 2) { pathTiles[pathTiles.Count - 2].GetComponent <SpriteRenderer>().sprite = box.sprites[mat]; if (mat == 2) { rot = CountRotationSecond(); } pathTiles[pathTiles.Count - 2].gameObject.transform.rotation = Quaternion.Euler(RotationFromROTATION(rot)); } GameManager.Instance.CheckIfAllClicked(); pathTiles[0].GetComponent <SpriteRenderer>().sprite = box.sprites[0]; tile.ColorTiler(box.color); }
private void Start() { int tileMask = (1 << LayerMask.NameToLayer("MapTiles")); RaycastHit2D hit = Physics2D.Raycast(transform.position + new Vector3(0, 0, -1), new Vector3(0, 0, 1), 10, tileMask); pathTiles.Add(hit.collider.gameObject.GetComponent <TileLogic>()); coordinates = pathTiles[0]; coordinates.IsChecked = true; coordinates.GetComponent <SpriteRenderer>().sprite = box.sprites[0]; coordinates.ColorTiler(box.color); }