public void RotateThemTiles(BaseTile TileToExclude) { foreach (Transform CurrentChild in CurrentLevel.transform) { if (CurrentChild.GetComponent <BaseTile>() && CurrentChild.GetComponent <BaseTile>().GetTileRole() == TileRoles.Rotating && CurrentChild.gameObject != TileToExclude.gameObject) { if (CurrentChild.GetComponent <BaseTile>().ThisTileRotation == TileRotation.Clockwise) { QueueNewRotation(RotateTileSo.Clockwise, TileRotationReason.Remote, CurrentChild.GetComponent <BaseTile>()); } else { QueueNewRotation(RotateTileSo.AntiClockwise, TileRotationReason.Remote, CurrentChild.GetComponent <BaseTile>()); } } } }
public void UngroupTiles(BaseTile ParentTile) { List <GameObject> AllGrouped = new List <GameObject>(); foreach (Transform CurrentChild in ParentTile.transform) { if (CurrentChild.GetComponent <BaseTile>()) { AllGrouped.Add(CurrentChild.gameObject); } } foreach (GameObject CurrTile in AllGrouped) { CurrTile.transform.parent = ParentTile.transform.parent; CurrTile.GetComponent <BaseTile>().ShadowParented(false); CurrTile.GetComponent <BaseTile>().RealignAxles(); } BindPositionToTile(false); }