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# [Core] Turn the quad grid into HEX Grid #14

Description

@MeriAlguero

[Core] Turn the quad grid into HEX Grid

Priority: Core
Labels: gameplay, systems, core, refactor

Summary

Replace the existing flat square grid (8x8 Quad) with a procedurally generated Hexagonal Grid. Hexagonal grids provide uniform distance in all 6 directions, improving tactical movement, line-of-sight checks, and range calculations.

Procedural Mesh Reference: Hex Grid Tutorial

Tasks

Grid & Procedural Generation

  • Define Hex orientation (Pointy-Topped or Flat-Topped).
  • Implement procedural Hexagon mesh/tile generation.
  • Update SCR_GridManager to spawn and manage a Hex grid layout using Axial/Cube coordinates (q, r, s).

Entity Positioning & Movement

  • Update entity tile-snapping logic to convert Hex Grid coordinates to World Space positions.
  • Implement Hex neighbor detection and Hex distance math (replacing Manhattan distance).
  • Update Click-to-Move logic so characters move smoothly between adjacent hex tiles within their moveDistance.
  • Implement character rotation to face the target hex when moving.

Acceptance Criteria

  • The grid successfully generates as a procedural Hexagonal grid on start.
  • Player and enemy prefabs spawn correctly centered on their assigned hex tiles.
  • Clicking a unit highlights/allows movement to valid adjacent hexes within range.
  • Character models rotate toward the destination hex upon moving.
  • IsTileOccupied checks accurately prevent spawning or moving onto occupied hexes.

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