Fix placing multiple units on the same tile (#2)

Reviewed-on: #2
Reviewed-by: Ader_Alisma <ader.alisma.1@ens.etsmtl.ca>
This commit is contained in:
EliaGingras1 2025-04-06 22:31:07 +00:00
parent e5c9e327e4
commit 3fdbbee765
3 changed files with 16 additions and 4 deletions

View File

@ -3,34 +3,44 @@
public class ObjectPlaceholder : UnitPlaceholder
{
public GameObject Prefab { get; set; }
public override void Place()
{
base.Place();
Prefab.Create(transform.position, parent : LevelManager.Instance.LevelTransform);
}
public override bool CanBePlacedHere()
{
var objsOnPosition = LevelManager.Instance.GetAll<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position));
var positionIsCollidable = objsOnPosition.Exists(obj => obj.IsCollidable);
// If an ally is on the tile, we can't place anything here
foreach (var item in objsOnPosition)
{
if (item is Ally)
{
return false;
}
}
var defaultUnitCost = GlobalConfig.Instance.Current.populationCostPerUnit;
return !positionIsCollidable
&& LevelBoundCache.Contains(transform.position)
&& ResourceManager.Instance.EnoughFor(Rock, Wood, Food)
&& (Prefab.GetComponent<Building>()
|| ResourceManager.Instance.EnoughPopulationFor(defaultUnitCost))
&& IsFarmerAndAllowed();
&& IsHarvesterAndAllowed();
}
private bool IsFarmerAndAllowed()
private bool IsHarvesterAndAllowed()
{
Ally unit = Prefab.GetComponent<Ally>();
//Obtiens info correctement.
// Get info
LevelTile pointedTile = LevelManager.Instance.Get<LevelTile>(obj => obj.Position.IsContainedIn(transform.position));
return unit is not Harvester || (unit is Harvester && IsAllowedTile(pointedTile));
//return true;
}
private bool IsAllowedTile(LevelTile pointedTile)

View File

@ -16,5 +16,6 @@ public abstract class UnitPlaceholder : DraggablePlaceholder
return base.CanBePlacedHere() && ResourceManager.Instance.EnoughFor(Rock, Wood, Food)
&& !LevelManager.Instance.Has<ILevelObject>(obj => obj.Position.IsContainedIn(transform.position));
}
public event System.Action<UnitPlaceholder> WasPlaced;
}

View File

@ -59,6 +59,7 @@ public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
{
//only when the level is loaded do we start updating
updateAction = LevelManager.Instance.UpdateLevel;
LevelManager.Instance.LevelTransform = transform;
}
/// <summary>