public void placeOrder( UnityEngine.UI.Button btn )
    {
        string btnName = btn.name;
        btnName = btnName.Remove(btnName.Length - 6);
        Debug.Log(btnName);
        OrderStruct selectedOrder = GetOrder(btnName);

        PlacedOrderStruct placedOrder = new PlacedOrderStruct(realPlayer.playerHouse, selectedRegion, selectedOrder);

        mPlacedOrderList.Add(placedOrder);
    }
Esempio n. 2
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    public void placeOrder(UnityEngine.UI.Button btn)
    {
        if (showOrder)
            return;

        string btnName = btn.name;
        btnName = btnName.Remove(btnName.Length - 6);
        Debug.Log(btnName);
        OrderStruct selectedOrder = GetOrder(btnName);

        //jatekosoknak ekll egy star-valtozó amialapján megtudjuk hány csillaguk van és vonogatjuk öket
        //if-el retrun ha már elfogyott és raknanak

        //       if (realPlayer.starsForSpecialOrders < 0)
        //           return;
        //  return;

        PlacedOrderStruct placedOrder = new PlacedOrderStruct(realPlayer.playerHouse, selectedRegion, selectedOrder);

        GameObject temp = new GameObject("orderIcon");
        temp.AddComponent<SpriteRenderer>().sprite = selectedOrder.icon;
        temp.gameObject.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);

        GameObject temp2 = GameObject.Find(selectedRegion.name.ToString());

        int res = searchForAlreadyPlacedOrder(); // visszaadja hanyadik helyen taroljuk a regióra kiadott parancsot
        if (res != -1)
        { //toroljuk, majd hozzaadjuk az ujat
            if (mPlacedOrderList[res].star) //volt rajta csillag
                realPlayer.starsForSpecialOrders++;
            mPlacedOrderList.RemoveAt(res);
        }

        mPlacedOrderList.Add(placedOrder); // siman hozzadjuk

        temp.transform.SetParent(temp2.transform);
        temp.transform.localPosition = new Vector3(0, 0, 0);
        // kulonleges parancs hasznalata -> -1 csillag
        realPlayer.starsForSpecialOrders--;
    }