Beispiel #1
0
 protected virtual void Callback_UnitRemoved(GameLogic.Map map, GameLogic.Unit unit)
 {
     if (unit == Target)
     {
         Destroy(gameObject);
     }
 }
Beispiel #2
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 private void Callback_UnitRemoved(GameLogic.Map map, GameLogic.Unit unit)
 {
     if (idToContent.ContainsKey(unit.ID))
     {
         Callback_RemoveSleeper(Target.SleepingUnitsByID, unit.ID);
     }
 }
Beispiel #3
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        /// <summary>
        /// Creates the correct window for editing the given unit.
        /// Returns the window's GameObject.
        /// </summary>
        public GameObject CreateUnitWindow(GameLogic.Unit unit)
        {
            switch (unit.MyType)
            {
            case GameLogic.Unit.Types.PlayerChar:
                return(CreateWindow(Window_PlayerChar,
                                    (GameLogic.Units.PlayerChar)unit).gameObject);

            case GameLogic.Unit.Types.Bed:
                return(CreateWindow(Window_Bed,
                                    (GameLogic.Units.Bed)unit).gameObject);

            default:
                throw new NotImplementedException(unit.MyType.ToString());
            }
        }
Beispiel #4
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 protected virtual void Callback_UnitMoved(GameLogic.Unit u, Vector2i oldPos, Vector2i newPos)
 {
     UnityEngine.Assertions.Assert.IsTrue(u == Target);
     MyTr.position = new Vector3(newPos.x + 0.5f, newPos.y + 0.5f, MyTr.position.z);
 }