updating movement and added a bucket, still some clean up to do on movement. TODO: if enemy becomes stuck, reclculate path.
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-2
@@ -22,7 +22,7 @@ public partial class PlayerController : TurnController
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}
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}
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public void SetUpTowers(int TOWER_COUNT = 8)
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public void SetUpTowers(int TOWER_COUNT = 5)
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{
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Tower tower = GetNode<Tower>("Tower1");
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Vector2 towerPositionCorrection = tower._offset.Position;
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@@ -48,7 +48,6 @@ public partial class PlayerController : TurnController
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public override void StartTurn()
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{
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_towers.ForEach(t => t.StartTurn());
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// _towers.Where(t=> t._commander != null).ToList().ForEach(t=>t._commander._actions = t._commander._actionsMax);
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}
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}
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