From b94d4463fd6b898bd32ebff284af8eaf78eff407 Mon Sep 17 00:00:00 2001 From: Pasha Date: Wed, 22 Apr 2026 00:21:40 +0100 Subject: [PATCH] Fixed building issues when placing over destroyed buildings --- Assets/Scenes/GameScene.unity | 12 ++++++------ Assets/Scripts/Game/Buildings/BuildingManager.cs | 11 ++++++++++- 2 files changed, 16 insertions(+), 7 deletions(-) diff --git a/Assets/Scenes/GameScene.unity b/Assets/Scenes/GameScene.unity index b43b531..b86a482 100644 --- a/Assets/Scenes/GameScene.unity +++ b/Assets/Scenes/GameScene.unity @@ -2540,7 +2540,7 @@ RectTransform: m_GameObject: {fileID: 2048015617} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} + m_LocalScale: {x: 0.25, y: 0.25, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 2112507919} @@ -2548,7 +2548,7 @@ RectTransform: m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} m_AnchoredPosition: {x: -1100, y: 0} - m_SizeDelta: {x: 1600, y: 150} + m_SizeDelta: {x: 6400, y: 600} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &2048015619 MonoBehaviour: @@ -2571,17 +2571,17 @@ MonoBehaviour: m_PersistentCalls: m_Calls: [] m_FontData: - m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} - m_FontSize: 75 + m_Font: {fileID: 12800000, guid: 25598a8975ed29243bb850b56f191920, type: 3} + m_FontSize: 300 m_FontStyle: 0 m_BestFit: 0 m_MinSize: 0 - m_MaxSize: 75 + m_MaxSize: 300 m_Alignment: 3 m_AlignByGeometry: 0 m_RichText: 1 m_HorizontalOverflow: 0 - m_VerticalOverflow: 0 + m_VerticalOverflow: 1 m_LineSpacing: 1 m_Text: 'Current Money: $0' --- !u!222 &2048015620 diff --git a/Assets/Scripts/Game/Buildings/BuildingManager.cs b/Assets/Scripts/Game/Buildings/BuildingManager.cs index 0a7373a..fe22980 100644 --- a/Assets/Scripts/Game/Buildings/BuildingManager.cs +++ b/Assets/Scripts/Game/Buildings/BuildingManager.cs @@ -130,7 +130,16 @@ namespace Fruitomation.Game File.WriteAllText(Filepath, json); } - public void RemoveBuilding(Building building) => Buildings.Remove(building); + public void RemoveBuilding(Building building) + { + Buildings.Remove(building); + + for (int x = building.GridPosition.x; x < building.GridPosition.x + building.SizeOnGrid.x; x++) + for (int y = building.GridPosition.y; y < building.GridPosition.y + building.SizeOnGrid.y; y++) + { + InhabitedCells[x, y] = false; + } + } public bool AddBuildingAt(Vector2Int position, BuildingRegistry.BuildingInfo building, bool isFlipped) {