public Tile myOriginal; // when we clone, we want to keep track of the original. // figure out which slot I should be in, and put myself there. void AutoAssignToSlot() { GameState gs = GameState.GetCurrentGameState(); TileShop ts = gs.tileShop; // am I already in a valid slot? if so, bail if (mySlot != null) // we already are in a slot // is this the slot that we are supposed to be in anyway? { if (isValidSlot(mySlot)) { // if so, then don't do anything else because we have already successfully "autoassigned" to this slot return; } mySlot.removeChild(this.gameObject); // remove this from the slot } // first get the bar according to the shop Row index Bar bar = ts.barList[shopRow]; foreach (int colIdx in shopCol) { BarSlot slot = bar.barSlotList[colIdx]; if (slot.isEmpty()) { slot.addChild(this.gameObject); break; // we're done } } }
// see if this slot is one of the valid slots we have designated in the Unity data properties. public bool isValidSlot(BarSlot testSlot) { GameState gs = GameState.GetCurrentGameState(); TileShop ts = gs.tileShop; Bar bar = ts.barList[shopRow]; foreach(int colIdx in shopCol) { BarSlot slot = bar.barSlotList[colIdx]; if (slot == testSlot) { return true; } } return false; }
// see if this slot is one of the valid slots we have designated in the Unity data properties. public bool isValidSlot(BarSlot testSlot) { GameState gs = GameState.GetCurrentGameState(); TileShop ts = gs.tileShop; Bar bar = ts.barList[shopRow]; foreach (int colIdx in shopCol) { BarSlot slot = bar.barSlotList[colIdx]; if (slot == testSlot) { return(true); } } return(false); }