void OnSurvivorAssignmentUpdated(SurvivorAssignmentUpdatedEvent e)
 {
     if (e.CityBuilding != null && e.CityBuilding == currentModel)
     {
         ConfigureForBuilding(currentModel);
     }
 }
 void OnSurvivorAssignmentUpdated(SurvivorAssignmentUpdatedEvent e)
 {
     foreach (SurvivorAssignIcon icon in createdIcons)
     {
         if (icon.gameObject.activeSelf && icon.Model == e.SurvivorModel)
         {
             icon.UpdateView();
             return;
         }
     }
 }
Exemple #3
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        void OnSurvivorAssignmentUpdated(SurvivorAssignmentUpdatedEvent e)
        {
            List <SurvivorModel> assignedSurvivors = CityBuilding.LinkedModel.AssignedSurvivors;

            for (int i = 0; i < assignedSurvivors.Count; i++)
            {
                SurvivorAssignmentPointer sap = pointerPool.Get(i);
                sap.SetSurvivor(assignedSurvivors[i]);
                sap.transform.parent = transform;
                sap.SetActive(true);
            }

            pointerPool.ReturnAllAfter(CityBuilding.LinkedModel.AssignedSurvivors.Count);
        }