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Question by varikor · Mar 31, 2019 at 07:50 PM · tilemapbooleandictionary

The SetBool function isn't working when altering dictionary.

Hi, I am trying to access and alter a bool from a dictionary. Unity says that "'bool' does not contain a definition for 'SetBool' and no accessible extension method 'SetBool' accepting a first argument of type 'bool' could be found". When I have tried to alter the tilemap I can both use the keywords SetColor and SetTileFlags but as mentioned above SetBool doesn't work. Any help will be greatly appreciated!

This is the Access:

     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             Ray mouseWorldPosition = Camera.main.ScreenPointToRay(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
 
             //Converts origin to Vector3
             x = mouseWorldPosition.origin.x;
             y = mouseWorldPosition.origin.y;
 
             // Rounds Vector3
             Vector3 selectedWorldPosition = new Vector3(Mathf.RoundToInt(x), Mathf.RoundToInt(y), 0);
 
             //This part is the problem
 var tiles = GameTiles.instance.tiles; // Tiles is the name of the dictionary 
 
             if (tiles.TryGetValue(selectedWorldPosition, out _tile))
             {
              _tile.PositionOccupied.SetBool(_tile.LocalPlace, _tile.PositionOccupied = true);
             }
 
         
         }
     }
 }

The Dictionary:

 public class GameTiles : MonoBehaviour
 {
     public static GameTiles instance;
     public Tilemap Tilemap;
 
     public Dictionary<Vector3, WorldTile> tiles;
 
     private void Awake()

     public void GetWorldTiles()
     {
         tiles = new Dictionary<Vector3, WorldTile>();
         foreach (Vector3Int pos in Tilemap.cellBounds.allPositionsWithin)
         {
             var localPlace = new Vector3Int(pos.x, pos.y, 0);
 
             if (!Tilemap.HasTile(localPlace)) continue;
             var tile = new WorldTile
             {
                 LocalPlace = localPlace,
                 WorldLocation = Tilemap.CellToWorld(localPlace),
                 PositionOccupied = false,
             };
 
             tiles.Add(tile.WorldLocation, tile);
         }
     }
 
 } //FYI I removed the parts that weren't relevant to the question

PositionOccupied received its data from this:

 public class WorldTile
 {
     public Vector3Int LocalPlace { get; set; }
 
     public Vector3 WorldLocation { get; set; }
 
     public bool PositionOccupied { get; set; }
 }

Thanks again :)

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