public void CheckOtherLandAvailability(Otherland land) { SetTargetLand(land); if (targetLand.landBuilding == null) { int length = buildingList.Length; gameObject.SetActive(true); for (int i = 0; i < buildingList.Length; i++) { buildingList[i].gameObject.SetActive(false); } for (int i = 0; i < length; i++) { if (System.Array.IndexOf(targetLand.availableBuilding, buildingList[i].GetBuilding()) >= 0) { buildingList[i].gameObject.SetActive(true); } } } }
public void SetTarGetLand(Otherland land) { targetLand = land; }
public void Show(BuildingMenu menu) { targetLand = menu.GetComponentInParent <BuildingList>().GetTargetLand(); targetBuilding = menu.GetBuilding(); gameObject.SetActive(true); }