public void FillFactory(ClickableTile.factoryType factoryType) { List <Unit> catalogToShow = new List <Unit>(); switch (factoryType) { case ClickableTile.factoryType.LAND: catalogToShow = COIdentity.landUnitCatalog; break; case ClickableTile.factoryType.AIR: catalogToShow = COIdentity.airUnitCatalog; break; case ClickableTile.factoryType.SEA: catalogToShow = COIdentity.seaUnitCatalog; break; default: Debug.Log("ERROR: Non-factory tile recognized as factory."); break; } for (int i = 0; i < catalogToShow.Count; i++) { FactoryMenu.instance.FillOption(i, catalogToShow[i]); } }
public void ActivateFactoryMenu(ClickableTile.factoryType factoryType) { currentOption = 0; activeButtons.Clear(); foreach (FactoryMenuOption button in allButtons) { button.gameObject.SetActive(false); } GameManager.instance.activePlayer.FillFactory(factoryType); activeButtons[currentOption].GetComponent <Image>().color = Color.yellow; menu.SetActive(true); GameManager.gameState = GameManager.state.NAVIGATING_FACTORY_MENU; }