Adding 9 Player level
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30 changed files with 45984 additions and 300 deletions
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@ -470,13 +470,13 @@ namespace TD.Gameplay
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{
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Vector3 builderXZ = new Vector3(transform.position.x, 0f, transform.position.z);
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// Find the point on the footprint rectangle nearest to the builder.
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float minX = anchor.x * GridCoordinates.TILE_SIZE - GridCoordinates.TILE_SIZE * 0.5f;
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float maxX = (anchor.x + footprintSize.x - 1) * GridCoordinates.TILE_SIZE
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+ GridCoordinates.TILE_SIZE * 0.5f;
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float minZ = anchor.y * GridCoordinates.TILE_SIZE - GridCoordinates.TILE_SIZE * 0.5f;
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float maxZ = (anchor.y + footprintSize.y - 1) * GridCoordinates.TILE_SIZE
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+ GridCoordinates.TILE_SIZE * 0.5f;
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// Find the point on the footprint rectangle nearest to the builder. Tile N spans
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// world [N, N+1] (edge-aligned), so a footprint at anchor (ax, ay) with size (sx, sy)
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// spans world [ax, ax+sx] × [ay, ay+sy].
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float minX = anchor.x * GridCoordinates.TILE_SIZE;
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float maxX = (anchor.x + footprintSize.x) * GridCoordinates.TILE_SIZE;
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float minZ = anchor.y * GridCoordinates.TILE_SIZE;
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float maxZ = (anchor.y + footprintSize.y) * GridCoordinates.TILE_SIZE;
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float nearestX = Mathf.Clamp(builderXZ.x, minX, maxX);
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float nearestZ = Mathf.Clamp(builderXZ.z, minZ, maxZ);
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