public void unit_selected(bool value)
        {
            UnitSelected = value;
            if (UnitSelected)
            {
                set_selected_loc();

                if (Windows.Map.Window_Prep_Organize.SWAP)
                {
                    int index = this.index + 1;
                    if (index >= Global.battalion.actors.Count)
                    {
                        index = Math.Max(0, index - 2);
                    }
                    this.index = index;
                }

                refresh_scroll(false);
                update_cursor();
                UnitCursor.move_to_target_loc();
            }
        }
    //Projects spawn-markers (Handles) with selected settings
    public static void ShowSpawnMarkers(SquadTrigger squadTrigger)
    {
        foreach (Squad squad in squadTrigger.Squads)
        {
            if (squad.UnitPositions != null)
            {
                for (int count = 0; count < squad.UnitPositions.Length; count++)
                {
                    if (count == 0)
                    {
                        Handles.color = Color.red;

                        //Spawn button marker at location of squad
                        if (Handles.Button(squad.UnitPositions[count], Quaternion.identity, 0.25f, 0.25f, Handles.DotCap))
                        {
                            //Make squad active GameObject in Hierarchy
                            Selection.activeGameObject = squad.gameObject;
                        }
                    }
                    else
                    {
                        Handles.color = Color.yellow;

                        //Spawn simple marker at target Vector
                        if (Handles.Button(squad.UnitPositions[count], Quaternion.identity, 0.25f, 0.25f, Handles.DotCap))
                        {
                            UnitCursor cursor = squadTrigger.SquadManager.UnitCursor.GetComponent <UnitCursor>();

                            cursor.SetUnit(count, squad);

                            Selection.activeGameObject = cursor.gameObject;
                        }
                    }
                }
            }
        }
    }
Exemple #3
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 public override void Awake()
 {
     base.Awake();
     unitCursor = Instantiate(unitCursor) as UnitCursor;
 }
Exemple #4
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    void OnEnable()
    {
        unitCursor = (UnitCursor)target;

        unitCursor.SetCursorPosition();
    }