not really a bug but more like little performance .
inside DebugHandler.cs you have there the
public static int GetMouseCell() { Vector3 mousePos = KInputManager.GetMousePos(); mousePos.z = -Camera.main.transform.GetPosition().z - Grid.CellSizeInMeters; return Grid.PosToCell(Camera.main.ScreenToWorldPoint(mousePos)); } public static Vector3 GetMousePos() { Vector3 mousePos = KInputManager.GetMousePos(); mousePos.z = -Camera.main.transform.GetPosition().z - Grid.CellSizeInMeters; return Camera.main.ScreenToWorldPoint(mousePos); }
i would add there also the
public static int GetMouseCell(Vector3 _mousepos) { return Grid.PosToCell(_mousepos); }
then after that you could use that at inside SpawnMinion, OnKeyDown
Vector3 mousePos = GetMousePos(); int mouseCell = DebugHandler.GetMouseCell(mousePos); if (!Grid.IsValidBuildingCell(mouseCell)) { PopFXManager.Instance.SpawnFX(PopFXManager.Instance.sprite_Negative, (string) UI.DEBUG_TOOLS.INVALID_LOCATION, (Transform) null, mousePos, force_spawn: true); }else{ ... Vector3 posCbc = Grid.CellToPosCBC(mouseCell, Grid.SceneLayer.Move); ... }
that would avoid double call for function
Vector3 mousePos = KInputManager.GetMousePos(); mousePos.z = -Camera.main.transform.GetPosition().z - Grid.CellSizeInMeters; Camera.main.ScreenToWorldPoint(mousePos);
not sure but it feels like inside InterfaceTool.cs
there is some double calls as well with this two
this.GetSelectablesUnderCursor(this.hits); KSelectable objectUnderCursor = this.GetObjectUnderCursor<KSelectable>(false, (Func<KSelectable, bool>) (s => s.GetComponent<KSelectable>().IsSelectable));
Steps to Reproduce
whatever
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