private void OnBoardTileSelected(BattleBoardTile tile) { // TODO handle this tile being selected // depending on "battle state" we may be selecting an ally unit // possibly selecting a target or a space to move to Debug.Log(CurrentBattlePlayer.DisplayName + " selected a tile"); ProgressTurn(); }
private void Start() { // create the tiles for (int c = 0; c < columns; ++c) { for (int r = 0; r < rows; ++r) { BattleBoardTile tile = Instantiate(tileSource, transform); tile.transform.localPosition = new Vector3(c * 1.1f, 0, r * 1.1f); tile.onTileSelect += OnTileSelected; } } // adjust the board to position "centered" in front of the camera transform.localPosition = Vector3.left * (columns - 1) / 2.0f; }
private void OnTileSelected(BattleBoardTile tile) { BroadcastMessage("SetUnselected", SendMessageOptions.DontRequireReceiver); tile.SetSelected(); onBoardTileSelected(tile); }