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Now the player's target won't get dropped when moving on touchscreens.
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@ -198,7 +198,7 @@ func _unhandled_input(event: InputEvent) -> void:
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if touches.size() > 1:
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touch_zoom = true
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else:
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if !touch_zoom && !target(event.position):
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if !touch_zoom && !target(event.position, true):
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var pos : Vector2 = world.make_canvas_position_local(event.position)
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pos -= transform.origin
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@ -338,7 +338,7 @@ func get_tile_position() -> Vector2:
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func set_tile_position(pos : Vector2) -> void:
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transform.origin = pos * tile_size + Vector2(tile_size / 2, tile_size / 2)
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func target(position : Vector2) -> bool:
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func target(position : Vector2, keep_target : bool = false) -> bool:
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position = world.make_canvas_position_local(position)
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var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
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@ -352,7 +352,8 @@ func target(position : Vector2) -> bool:
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entity.target_crequest_change(enemy.get_path())
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return true
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else:
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entity.target_crequest_change(NodePath())
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if !keep_target:
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entity.target_crequest_change(NodePath())
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return false
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