void onTowerSelected(UnitTower unit) { print(unit.unitName + " selected"); UIAbilityButton.AlignButtonBegin(); List <Ability> abList = new List <Ability>(); foreach (UnitStat unitStat in unit.stats) { if (unitStat.abilityHolder) { Ability ability = unitStat.abilityHolder.ability; int id = ability.ID; foreach (Ability ab in abilityList) { if (ab.ID == id) { ab.abilityButton.rootObj.SetActive(true); } } } } UIAbilityButton.AlignButtonEnd(); //BuildAbilityButtons(abList); }
void onTowerDeselected() { UIAbilityButton.AlignButtonBegin(); foreach (Ability ability in abilityList) { if (ability.belongToHero) { ability.abilityButton.rootObj.SetActive(false); } } UIAbilityButton.AlignButtonEnd(); }