/// <summary> /// Hover event for Arrow. /// </summary> /// <param name="line">Line.</param> public void HoverOnArrow(int line) { foreach (GameObject obj in arrows) { WayCrossArrowClick wcac = obj.GetComponent <WayCrossArrowClick>(); wcac.Highlight(wcac.tile.wayLine == line); } }
/// <summary> /// Creates the arrows. /// </summary> private void createArrows() { // arrow index int index = 0; // angle for the arrow float angle = 0; // find all adjacent tile, if way, place an arrow for (int i = 0; i < crossTile.adjacent.Length; i++) { TileNode tn = crossTile.adjacent[i]; if (tn.type == TileNode.Type.Way) { // contiune down the line TileNode tnCountiune = tn.adjacent[i]; // create an arrow object arrows[index] = Object.Instantiate(Resources.Load("Prefabs/GameObject/WayCrossArrow")) as GameObject; // transform arrows[index].transform.position = new Vector3(tnCountiune.gameObject.transform.position.x, 50f, tnCountiune.gameObject.transform.position.z); arrows[index].transform.RotateAround(arrows[index].transform.position, Vector3.up, angle); // script varibles WayCrossArrowClick wcac = arrows[index].GetComponent <WayCrossArrowClick>(); wcac.picker = this; wcac.tile = tnCountiune; index++; } angle += 60f; } // index should always be 4 on a proper cross section Debug.Assert(index == 4); }