public void eliminateSquares(placement toElim) { foreach (var sq in toElim) { squares[sq.row, sq.column] = null; } }
protected override void OnApplyTemplate() { base.OnApplyTemplate(); placement pl = (placement)GetValue(PlacementProperty); if (pl == placement.Left) { VisualStateManager.GoToState(this, "left", false); } else { VisualStateManager.GoToState(this, "below", false); } }
//Unit Type and Unit ID are the exact same thing public GameObject addUnit(placement placementType, int x, int y, int type) //, int unitID){ { SetupTileScript placeTile; if (placementType == placement.OFFFIELD) { placeTile = unit_storage_tiles[x, y].GetComponent <SetupTileScript>(); } else { placeTile = tiles[x, y].GetComponent <SetupTileScript>(); } placeTile.GetComponent <SetupTileScript>().occupied = true; GameObject unit; switch (type) { case 1: unit = (GameObject)Instantiate(UnitOne, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 2: unit = (GameObject)Instantiate(UnitTwo, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 3: unit = (GameObject)Instantiate(UnitThree, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 4: unit = (GameObject)Instantiate(UnitFour, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 5: unit = (GameObject)Instantiate(UnitFive, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 6: unit = (GameObject)Instantiate(UnitSix, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 7: unit = (GameObject)Instantiate(UnitSeven, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 8: unit = (GameObject)Instantiate(UnitEight, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 9: unit = (GameObject)Instantiate(UnitNine, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 10: unit = (GameObject)Instantiate(UnitTen, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; case 11: unit = (GameObject)Instantiate(UnitEleven, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; default: unit = (GameObject)Instantiate(cp, new Vector3(placeTile.transform.position.x, 5.0f, placeTile.transform.position.z), new Quaternion()); break; } unit.transform.parent = placeTile.transform; return(unit); }