Felix Boucher 5347f2c3ff ranger les scripts du LevelEditor
puisqu'on utilise des assembly definitions maintenant, il est important que les scripts soient posés dans le dossier Scripts pour qu'ils soient accessibles aux autres scripts. Il a donc fallu déplacer les scripts se trouvant dans le dossier LevelEditor.
2023-05-22 23:13:17 -04:00

24 lines
838 B
C#

using UnityEngine;
using UnityEngine.Tilemaps;
[CreateAssetMenu(menuName = "Gather And Defend/Spawner Tile")]
public class SpawnerTile : TileBase
{
[SerializeField]
private Sprite _sprite;
[SerializeField]
private GameObject _prefab;
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
{
tileData.sprite = _sprite;
tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
tileData.color = Color.white;
}
public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
{
if (!Application.isPlaying) return base.StartUp(position, tilemap, go);
Instantiate(_prefab, new Vector3(0.5f, 0.5f) + position, Quaternion.identity);
return base.StartUp(position, tilemap, go);
}
}