/// <summary> /// Cherche si la tile en id possède l'effet de terrain demandé /// </summary> /// <param name="effectToCheck"></param> /// <param name="idTiles"></param> /// <returns></returns> public static bool CheckTiles(MYthsAndSteel_Enum.TerrainType effectToCheck, int idTiles) { bool hasTiles = false; hasTiles = TilesManager.Instance.TileList[idTiles].GetComponent <TileScript>().TerrainEffectList.Contains(effectToCheck); return(hasTiles); }
protected TerrainType FindEffect(MYthsAndSteel_Enum.TerrainType Type) { foreach (TerrainType tr in _EffetDeTerrain) { foreach (MYthsAndSteel_Enum.TerrainType TypeTerrain in tr._eventType) { if (TypeTerrain == Type) { return(tr); } } } return(null); }
public GameObject ReturnInfo(GameObject PrefabEffetDeTerrain, MYthsAndSteel_Enum.TerrainType TR) { TerrainType Saved = FindEffect(TR); if (Saved != null) { if (Saved.render != null) { PrefabEffetDeTerrain.transform.GetChild(0).GetComponent <Image>().sprite = Saved.render; } PrefabEffetDeTerrain.transform.GetChild(1).GetComponent <TextMeshProUGUI>().text = Saved._terrainName; PrefabEffetDeTerrain.transform.GetChild(2).GetComponent <TextMeshProUGUI>().text = Saved._description; return(PrefabEffetDeTerrain); } return(null); }
/// <summary> /// enleve un effet de la case /// </summary> /// <param name="Type"></param> public void RemoveEffect(MYthsAndSteel_Enum.TerrainType Type) { if (TerrainEffectList.Contains(Type)) { TerrainEffectList.Remove(Type); foreach (GameObject C in Child) { if (C.TryGetComponent <ChildEffect>(out ChildEffect T)) { if (T.Type == Type) { GameObject G = C; Child.Remove(C); Destroy(G); break; } } } } }
/// <summary> /// Ajoute un effet � la case /// </summary> /// <param name="Type"></param> public void CreateEffect(MYthsAndSteel_Enum.TerrainType Type) { foreach (TerrainType T in GameManager.Instance.Terrain.EffetDeTerrain) { foreach (MYthsAndSteel_Enum.TerrainType T1 in T._eventType) { if (T1 == Type) { if (!TerrainEffectList.Contains(Type)) { TerrainEffectList.Add(Type); } GameObject Child = Instantiate(T.Child, transform.position, Quaternion.identity); Child.transform.parent = this.transform; Child.transform.localScale = new Vector3(.5f, .5f, .5f); _Child.Add(Child); } } } }