Added basic jump mechanic for slimes and prevention from going over the border, added tile hiding to increase performance
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@@ -96,6 +96,57 @@ public class WorldGenerator : MonoBehaviour
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newTile.GetComponent<Tile>().generateTile(pos, (TileType)Enum.Parse(typeof(TileType), newTile.name.Split("_")[0]));
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tiles.Add(pos, newTile);
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}
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else
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{
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tiles[pos].GetComponent<Tile>().show();
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}
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}
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public void hideTile(Vector3 requiredPosition)
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{
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Vector3 pos = currentTile.GetComponent<Tile>().getPosition() + requiredPosition;
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if (tiles.ContainsKey(pos) && pos.y == 0)
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{
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tiles[pos].GetComponent<Tile>().hide();
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}
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}
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public void generateMissingTiles()
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{
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createTile(new Vector3(-1, 0, 0));
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createTile(new Vector3(1, 0, 0));
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createTile(new Vector3(0, 0, 1));
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createTile(new Vector3(0, 0, -1));
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createTile(new Vector3(-1, 0, -1));
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createTile(new Vector3(1, 0, -1));
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createTile(new Vector3(-1, 0, 1));
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createTile(new Vector3(1, 0, 1));
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}
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public void hideFarTiles()
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{
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hideTile(new Vector3(-2, 0, -2));
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hideTile(new Vector3(-2, 0, -1));
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hideTile(new Vector3(-2, 0, 0));
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hideTile(new Vector3(-2, 0, 1));
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hideTile(new Vector3(-2, 0, 2));
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hideTile(new Vector3(2, 0, -2));
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hideTile(new Vector3(2, 0, -1));
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hideTile(new Vector3(2, 0, 0));
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hideTile(new Vector3(2, 0, 1));
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hideTile(new Vector3(2, 0, 2));
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hideTile(new Vector3(-1, 0, -2));
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hideTile(new Vector3(0, 0, -2));
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hideTile(new Vector3(1, 0, -2));
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hideTile(new Vector3(2, 0, -2));
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hideTile(new Vector3(-2, 0, 2));
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hideTile(new Vector3(-1, 0, 2));
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hideTile(new Vector3(0, 0, 2));
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hideTile(new Vector3(1, 0, 2));
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}
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public void changeCurrentTile(GameObject newCurrent)
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