/// <summary> Deletes the selected group </summary> public void DeleteTurretGroup() { if (selected_group == null) { return; } Turret [] turretarr = new Turret[selected_group.Count]; selected_group.TurretArray.CopyTo(turretarr, 0); foreach (Turret t in turretarr) { t.Group = TurretGroup.Trashbin; } TurretButton bt = null; foreach (KeyValuePair <TurretButton, TurretGroup> pair in TurretGroupGraphs) { if (pair.Value == selected_group) { bt = pair.Key; } } if (bt != null) { TurretGroupGraphs.Remove(bt); Destroy(bt.gameObject); } }
/// <summary> /// This should be called, if a turretgroup should be added. /// </summary> public void AddTurretGroup(TurretGroup tg) { // Adds the group to the playerobjects main script player_script.turretgroup_list.Add(tg); int groups_num = player_script.turretgroup_list.Count; // Adds new buttons GameObject obj = Instantiate(GameObject.Find("turr_slide")); obj.transform.SetParent(main_canvas); obj.transform.position = new Vector3(Screen.width + 50, Screen.height - 75 - (groups_num * 50)); obj.transform.SetAsFirstSibling(); Text txt = obj.transform.GetChild(0).GetComponent <Text>(); txt.text = tg.name; TurretButton button = obj.GetComponent <TurretButton>(); TurretGroupGraphs.Add(button, tg); obj.GetComponent <TurretButton>().Initiate(this, (uint)groups_num - 1u, tg); handle_size_ratio [1] = Mathf.Min(1, ((float)Screen.height - 250f) / (50f * (float)groups_num)); }