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Issue with destroying tiles
I am currently making a script for a bullet gameobject that destroys tiles. The script that I use for the bullet and the tile are both below, as is a recording of what happens when I run it. Why don't any of the tiles get removed? I don't get any errors either.
Script for the bullet:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class BulletDirectionController : MonoBehaviour {
Tilemap tilemap;
Rigidbody2D rig;
int bounces;
// Use this for initialization
void Start () {
rig = GetComponent<Rigidbody2D>();
tilemap = GameObject.Find("Grid/Default").GetComponent<Tilemap>();
}
// Update is called once per frame
void Update () {
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(new Vector3(0, 0, Mathf.Atan2(rig.velocity.y, rig.velocity.x) * Mathf.Rad2Deg)), 10);
}
private void OnCollisionEnter2D(Collision2D collision)
{
bounces += 1;
if (bounces > 5) {
TileBase tile = tilemap.GetTile(tilemap.WorldToCell(collision.transform.position)); //Gets tile landed on
if (tile is DestructableTile) {
((DestructableTile)tile).Explode(2); //Explodes with a power of two
}
Destroy(gameObject); //Destroys bullet
}
}
}
Script for the tile:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Tilemaps;
[CreateAssetMenu]
public class DestructableTile : TileBase {
public bool Destructing = false;
public Tile.ColliderType ColliderType = Tile.ColliderType.Sprite;
public Sprite m_Sprite;
GameObject gameObject;
Vector3Int _position;
Tilemap _tilemap;
TileData data;
public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
{
_tilemap = GameObject.Find("Grid/Default").GetComponent<Tilemap>();
gameObject = go;
return base.StartUp(position, tilemap, go);
}
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
{
data = tileData;
tileData.colliderType = ColliderType;
tileData.sprite = m_Sprite;
base.GetTileData(position, tilemap, ref tileData);
_position = position;
}
public void Explode(int power) {
if (power <= 0 || Destructing) { //Return if explosion has reached 0 power or is already destructing
return;
}
Destructing = true;
List<TileBase> tiles = new List<TileBase>();
for (int x = -1; x <= 1; x += 2) { //Finds tiles left and right of this one
TileBase temp = _tilemap.GetTile(_position + new Vector3Int(x, 0, 0));
if (temp != null) {
tiles.Add(temp);
}
}
for (int y = -1; y <= 1; y += 2) { //Finds tiles up and down from this one
TileBase temp = _tilemap.GetTile(_position + new Vector3Int(0, y, 0));
if (temp != null) {
tiles.Add(temp);
}
}
foreach (TileBase tile in tiles) {
if (tile is DestructableTile) //Determine if tile we found is a DestructableTile
{
DestructableTile dTile = (DestructableTile)tile;
dTile.Explode(power - 1);
}
}
_tilemap.SetTile(_position, null);
_tilemap.RefreshTile(_position);
}
}
Here is what happens: https://streamable.com/974ax
Can someone please explain what I am doing wrong?
Answer by Captain_Pineapple · Jun 21, 2018 at 10:13 AM
Hey there,
so far those are the things that are a bit weird/perhaps unintended in your code:
Your Bullet will only be able to destroy a Tile when hitting it with the 5th bounce.
Your DestructibleTile does NOT contain a line that says something like Destroy(gameObject);
or gameObject.enabled = false;
So somewhere at the End of your Explode() functions you should add one of these functions to disable the tiles. Choses the one or the other depending on if you want to delete them or keep them for possible future reactivation.
Hope this helps, feel free to ask if anything is unclear.