/// <summary> /// /// Switches the map filter overlay to display information about the map using a given filter type. Current Filters are: /// - No overlay /// = Terrain /// = Deployment /// = Objective /// /// </summary> public void SwitchMapFilter(MapFilters filterType) { //Sets the active Filter type activeMapFilter = filterType; //Loop through each cell in the map for (int y = 0; y < numY; y++) { for (int x = 0; x < numX; x++) { Cell cell = GetCell(x, y); switch (filterType) { case MapFilters.Terrain: //Terrain Colour Overlay. All tiles for the terrain overlay should have a colour filling var terrainColour = GameManager.instance.colourManager.GetTerrainColour(cell.terrainType); cell.SetBackgroundColour(terrainColour, true); break; case MapFilters.Deployment: //Deployment Overlay for the map. Currently only displays fixed deployment map. Temporary deployment tiles are not included //If the cell cannot be deployed into, cell will be blank if (cell.playerDeploymentId.HasValue) { var deploymentColour = GameManager.instance.colourManager.GetPlayerColour(cell.playerDeploymentId.Value); cell.SetBackgroundColour(deploymentColour, true); } else { cell.HideBackground(); } break; case MapFilters.Objective: //Objective overaly for the map // If the cell has no objective in it, cell will be blank if (cell.objective != null) { cell.SetBackgroundColour(cell.objective.Color, true); } else { cell.HideBackground(); } break; //Other overlays will have no filled in cells and just show the colour map default: case MapFilters.Colour: cell.HideBackground(); break; } } } }
private void Awake() { baseCellScale = cellObject.transform.localScale; activeMapFilter = MapFilters.Colour; }