public static void PlaceAStructure(Texture2D texture) { adjustedCoordinates = new Vector2(Engine.Engine.MouseCoordinates.X, Engine.Engine.MouseCoordinates.Y); Engine.Engine.Blueprint = new Rectangle((int)adjustedCoordinates.X - (texture.Width / 2), (int)adjustedCoordinates.Y - (texture.Width / 2), texture.Width, texture.Height); if (CheckMouseStateChange.IsMouseClicked() && CheckIfGroundClear(Engine.Engine.Blueprint)) { switch (SelectedStructure) { case BuildingSelected.SmallTent: Tent.CreateSmallTent(adjustedCoordinates, Engine.Engine.Blueprint); break; case BuildingSelected.LargeTent: Tent.CreateLargeTent(adjustedCoordinates, Engine.Engine.Blueprint); break; } IsPlacingBuilding = false; BuildMenuInteraction.IsBuildMenuOpen = false; SelectedStructure = BuildingSelected.None; } }
public void Open() { Dispose(); buildingsLayout.Render(); buildingsLayout.Clicked .Subscribe(building => BuildingSelected?.Invoke(building)) .AddTo(disposables); buildingsLayout.gameObject.SetActive(true); }