// Start is called before the first frame update //void Start() //{ // Initialize(); //} public void Initialize() { InputKeeper.Instance.OnRightClickPos += ForceMove; //Tent tent1 = new Tent(); //tent1.GangID = GangID; //tent1.Location = Location; //tent1.Initialize(); //AddTent(tent1); //Tent tent2 = new Tent(); //tent2.GangID = GangID; //tent2.Location = Location; //tent2.Initialize(); //AddTent(tent2); for (int i = 0; i < SoldierCfgIDs.Count; i++) { Tent tent1 = new Tent(); tent1.GangID = GangID; tent1.TheColor = TheColor; tent1.CfgID = SoldierCfgIDs[i]; tent1.MaxCount = TentsVolumes[i]; tent1.Location = Location; tent1.Initialize(); AddTent(tent1); } }
public void AddTent(Tent tent) { if (GetTent(tent.ID) == null) { tent.GangID = GangID; tent.TheColor = TheColor; tent.Location = Location; Tents.Add(tent); } }
public void SelectTent(int index) { if (CurArmy != null && CurArmy.Tents.Count > index) { Tent tent = CurArmy.Tents[index]; if (CurArmy.CurTent != tent) { if (CurArmy.CurTent != null) { CurArmy.CurTent.OnLoseSelect(); UIsHolder.Instance.TentActionPanel.Show(); } CurArmy.CurTent = tent; CurArmy.CurTent.OnSelect(); } //CurArmies.Clear(); //CurArmies.Add(tent); } }