/// <summary> /// Changes cell material to appropriate textures depending on what cells are selectable by the current player /// </summary> void Update() { GameObject hotelTile = Instantiate(hotelTilePrefab) as GameObject; hotelTile.GetComponent <HotelTile>().row = row; hotelTile.GetComponent <HotelTile>().column = column; hotelTile.transform.localPosition = new Vector3(-100, -100, -100); hotelTile.name = "hotelTile " + row + "," + column; HotelTile ht = hotelTile.GetComponent <HotelTile>(); if (selectable == true && gameManager.playerTurn.hotelTiles.Contains(ht)) { GetComponent <Renderer>().material = selectableMaterial; } else { GetComponent <Renderer>().material = baseMaterial; GetComponent <Cell>().selectable = false; } Destroy(hotelTile); }
/// <summary> /// Checks every cell in the board and marks them as selectable if the current player has a tile to place /// </summary> public void MarkPlayableCells() { Player currentPlayer = playerTurn; for (int row = 0; row < 9; row++) { for (int column = 0; column < 12; column++) { GameObject hotelTile = Instantiate(hotelTilePrefab) as GameObject; hotelTile.GetComponent <HotelTile>().row = row; hotelTile.GetComponent <HotelTile>().column = column; hotelTile.transform.localPosition = new Vector3(-100, -100, -100); hotelTile.name = "hotelTile " + row + "," + column; HotelTile ht = hotelTile.GetComponent <HotelTile>(); if (currentPlayer.hotelTiles.Contains(ht)) { board.cells[row, column].GetComponent <Cell>().selectable = true; } Destroy(hotelTile); } } }