using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MapBuildableCell : MonoBehaviour { private Vector2Int grid_position; private Transform sprite_render_container; private void Start() { sprite_render_container = transform.GetChild(0); } public void m_set_grid_position(Vector2Int position) { grid_position = position; } public Vector2Int m_recv_get_grid_position_with_vector2() => grid_position; public Vector3 m_recv_get_grid_position_with_vector3() { return new Vector3(grid_position.x, grid_position.y, 0); } // private void self_set_sprite_render_enable(Collider2D other) // { // if (other.gameObject.layer == LayerMask.NameToLayer("UseBuild")) // { // sprite_render_container.gameObject.SetActive( // !other.GetComponent().m_recv_placer_is_snap_to_grid() // ); // } // } // // private void OnTriggerEnter2D(Collider2D other) // { // this.self_set_sprite_render_enable(other); // } // // private void OnTriggerStay2D(Collider2D other) // { // this.self_set_sprite_render_enable(other); // } // // private void OnTriggerExit2D(Collider2D other) // { // sprite_render_container.gameObject.SetActive(true); // } }