Made an location Vector2 array for all tiles of an specific ID
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@@ -1,5 +1,6 @@
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using Godot;
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using Godot;
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using System;
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using System;
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using System.Linq;
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public class TilemapForeground : TileMap
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public class TilemapForeground : TileMap
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{
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{
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@@ -20,10 +21,10 @@ public class TilemapForeground : TileMap
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public void ReplaceStaticTiles(int CellID)
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public void ReplaceStaticTiles(int CellID)
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{
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{
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Godot.Collections.Array allcells = GetUsedCellsById(CellID); //why isnt it just a normal array wtf
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Vector2[] allcells = GetUsedCellsById(CellID).OfType<Vector2>().ToArray();
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for(int i = 0; i < allcells.Count; i++)
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for(int i = 0; i < allcells.Length; i++)
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{
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{
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GD.Print(allcells[i]); //needs a bit more stuff
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GD.Print(allcells[i]); //now you can get the coordination to spawn a replacement node and get x and y seperately for removing this tile
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}
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}
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}
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}
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}
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}
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