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Question by beverbende · Feb 27, 2021 at 09:08 PM · tilemapgridtiletower defense

tower having an attack range of tiles

what would be the ideal solution to having a tower with a range of tiles. for example, the tower is placed on [0,0] and if there are enemies on tile [0,1] or [0,2] the tower will attack one of these enemies. I could give enemies a boxcollider and the towers custom boxcolliders with a rigidbody however I feel like there should be a better solution without the need of rigidbodies for the enemies or tower since they are heavy on performance.. anyone any ideas for what the best approach would be?

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Answer by highpockets · Feb 27, 2021 at 10:58 PM

If it’s turn based, I would check every time an enemy moves to see if the new position is on said tiles. If it is a question of frame by frame monitoring, than I would say collisions or distance checks are your best bet. The option for distance:

 if(Vector3.Distance(tower.transform.position, enemy.transform.position) <= tileSpread){
     //enemy close
 }
 //or a bit faster with square magnitude
 if((tower.transform.position - enemy.transform.position).sqrMagnitude <= tileSpread){
     //enemy close
 }
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avatar image beverbende · Feb 27, 2021 at 11:51 PM 0
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my bad! its a tower defense, I wanted to spice it up with instead the usual having it a radius it will have tiles 'as range' it can shoot at. but thanks! will look into this and see if I can work it out like this!

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