From 8be9c3cd704a7ec1c5aa56847b54d8c02f103b5c Mon Sep 17 00:00:00 2001 From: Stedd Date: Sun, 18 Sep 2022 21:54:55 +0200 Subject: [PATCH] Cleanup to be able to build --- .../Scripts/StructureBaseScriptableObject.cs | 30 +++++++++---------- Assets/Handlers/EnemyHandler.cs | 11 +------ 2 files changed, 16 insertions(+), 25 deletions(-) diff --git a/Assets/Entities/Structures/Scripts/StructureBaseScriptableObject.cs b/Assets/Entities/Structures/Scripts/StructureBaseScriptableObject.cs index fb9bbb4..0c5b70d 100644 --- a/Assets/Entities/Structures/Scripts/StructureBaseScriptableObject.cs +++ b/Assets/Entities/Structures/Scripts/StructureBaseScriptableObject.cs @@ -9,19 +9,19 @@ namespace AsteroidGame.Entities.Structures.Scripts public List structureList; } - public class MakeScriptableObject - { - [MenuItem("Assets/Create/ScriptableObject:AvailableStructures")] - public static void CreateMyAsset() - { - StructureBaseScriptableObject asset = ScriptableObject.CreateInstance(); - - AssetDatabase.CreateAsset(asset, "Assets/Entities/Structures/AvailableStructures.asset"); - AssetDatabase.SaveAssets(); - - EditorUtility.FocusProjectWindow(); - - Selection.activeObject = asset; - } - } + // public static class MakeScriptableObject + // { + // [MenuItem("Assets/Create/ScriptableObject:AvailableStructures")] + // public static void CreateMyAsset() + // { + // StructureBaseScriptableObject asset = ScriptableObject.CreateInstance(); + // + // AssetDatabase.CreateAsset(asset, "Assets/Entities/Structures/AvailableStructures.asset"); + // AssetDatabase.SaveAssets(); + // + // EditorUtility.FocusProjectWindow(); + // + // Selection.activeObject = asset; + // } + // } } diff --git a/Assets/Handlers/EnemyHandler.cs b/Assets/Handlers/EnemyHandler.cs index 1aa8064..c80122d 100644 --- a/Assets/Handlers/EnemyHandler.cs +++ b/Assets/Handlers/EnemyHandler.cs @@ -37,16 +37,7 @@ namespace AsteroidGame.Handlers { return allEnemies; } - - public Vector2Int GetCoordinatesFromPosition(Vector3 position) - { - Vector2Int coordinates = new Vector2Int(); - coordinates.x = Mathf.RoundToInt(position.x / UnityEditor.EditorSnapSettings.move.x); - coordinates.y = Mathf.RoundToInt(position.z / UnityEditor.EditorSnapSettings.move.z); - - return coordinates; - } - + public void NotifyEnemiesOfNewPath() { BroadcastMessage("RecalculatePath", SendMessageOptions.DontRequireReceiver);