In this episode I show off several hex grid algorithms I added to the game, which will be very useful for all kinds of things in the gameplay future. I also talk a bit about the transition to the UniTask and UniRx libraries for my async and event aggregation needs.
In this episode I show how to keep your component dependencies based on interfaces while still serializing them. I also talk a bit about asynchronous operations and how to write custom awaiters.
In this episode I add unity to the map and explain how I used brushes to paint unit pre-placements on my map which will get turned into prefab instances when the map is loaded.