public void SnapOntoRiver(Bridge bridge) { if (Player.RiverPieceToSnapTo == null) { return; } RiverGenerator.Side side = Player.RiverPieceToSnapTo.GetComponentInParent <RiverPiece>().Side; Sprite sprite = null; switch (side) { case RiverGenerator.Side.DownIsh: sprite = BridgeDown; break; case RiverGenerator.Side.UpIsh: sprite = BridgeUp; break; case RiverGenerator.Side.LeftIsh: sprite = BridgeLeft; break; case RiverGenerator.Side.RightIsh: sprite = BridgeRight; break; } bridge.GetComponent <Bridge>().PlaceBridge(BridgePrefab, sprite, HandEquipment.InvSlotContent.Item, HandEquipment.InvSlotContent.Name, HandEquipment.InvSlotContent.IconName, Player); //bridge.GetComponent<Bridge>().RiverPieceToSnapTo.transform.GetChild(0).gameObject.SetActive(false); CancelItemOnMapPreshow(); HandEquipment.ResetInvSlot(); ToggleThrowIcon(false); ToggleInvHint(false); Player.DamageValue = Player.BasicDamageValue; }
public void SnapOntoRiver(Bridge bridge) { if (bridge.RiverPieceToSnapTo == null) { return; } RiverGenerator.Side side = bridge.RiverPieceToSnapTo.GetComponentInParent <RiverPiece>().Side; //GameObject bridgeOnTheRiver = Instantiate(BridgePrefab, ItemOnMapPreshow.GetComponent<Bridge>().RiverPieceToSnapTo.transform.position, Quaternion.identity); //bridgeOnTheRiver.transform.parent = bridge.GetComponent<Bridge>().RiverPieceToSnapTo.transform; //SpriteRenderer spriteRenderer = bridgeOnTheRiver.GetComponent<SpriteRenderer>(); Sprite sprite = null; switch (side) { case RiverGenerator.Side.DownIsh: sprite = BridgeDown; break; case RiverGenerator.Side.UpIsh: sprite = BridgeUp; break; case RiverGenerator.Side.LeftIsh: sprite = BridgeLeft; break; case RiverGenerator.Side.RightIsh: sprite = BridgeRight; break; } bridge.GetComponent <Bridge>().PlaceBridge(BridgePrefab, sprite, HandEquipment.InvSlotContent.Item, HandEquipment.InvSlotContent.Name, HandEquipment.InvSlotContent.IconName); //bridge.GetComponent<Bridge>().RiverPieceToSnapTo.transform.GetChild(0).gameObject.SetActive(false); CancelItemOnMapPreshow(); HandEquipment.ResetInvSlot(); Player.DamageValue = Player.BasicDamageValue; }