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GameManager.Instance.SelectedTower = tower; + if (tower != null) + GameManager.Instance.SelectedTower = tower; } } diff --git a/Assets/Scripts/Tower/AimTower.cs b/Assets/Scripts/Tower/AimTower.cs index 6c0bad5..346da10 100644 --- a/Assets/Scripts/Tower/AimTower.cs +++ b/Assets/Scripts/Tower/AimTower.cs @@ -38,8 +38,12 @@ public class AimTower : Tower horizontalArc.Value.AddListener(SnapVerticalToHorizontal); - UpdateBarrelRotation(); UpdateTrajectory(); + UpdateBarrelRotation(); + + // dont ask me why but this makes sure everything is initialized lol + TowerSelected(true); + TowerSelected(false); } public override void TowerSelected(bool selected) diff --git a/Assets/Scripts/Tower/Tower.cs b/Assets/Scripts/Tower/Tower.cs index 725fa7b..6581799 100644 --- a/Assets/Scripts/Tower/Tower.cs +++ b/Assets/Scripts/Tower/Tower.cs @@ -24,6 +24,10 @@ public abstract class Tower : MonoBehaviour Assert.IsNotNull(outline); } + protected virtual void Start() + { + } + protected virtual void OnDestroy() { } diff --git a/Assets/Scripts/Utilities/EditableArc.cs b/Assets/Scripts/Utilities/EditableArc.cs index 7e188e0..829afb2 100644 --- a/Assets/Scripts/Utilities/EditableArc.cs +++ b/Assets/Scripts/Utilities/EditableArc.cs @@ -35,8 +35,9 @@ public class EditableArc : MonoBehaviour Value.AddListener(UpdateArc); Value.AddListener(UpdateKnobPosition); - // Set default rotation to average between min max - // Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f; + // Set default rotation to middle if outside + if (Value.Value < rotationMinMax.x || Value.Value > rotationMinMax.y) + Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f; Assert.IsNotNull(knob, $"No knob on {this}"); knob.OnDrag += PointerDraggedOnKnob;