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