//gives the tile vision public void GiveVision() { myVisabilityState = TileVisability.Visable; if (map.GetNode (tileX, tileY).myUnit != null) { map.GetNode (tileX, tileY).myUnit.ShowUnit(); } }
public void RemoveVision() { //remove vision switch (myVisabilityState) { case TileVisability.Discovered : break; case TileVisability.Undiscovered: break; case TileVisability.Visable: myVisabilityState = TileVisability.Discovered; break; } if (map.GetNode (tileX, tileY).myUnit != null) { map.GetNode (tileX, tileY).myUnit.HideUnit(); } }