private void HandleDemandGenerated(Demand demand) { // it definitely should be poolable but I want to finish this project finally UIDemand uiDemand = Instantiate(m_DemandPrefab, m_DemandsRoot); uiDemand.Initialize(demand.Resource.ResourceBlueprint.Sprite, demand.DemandValue); m_Demands.Add(demand, uiDemand); }
private void HandleDemandRemoved(Demand demand) { if (m_Demands.ContainsKey(demand)) { UIDemand uiDemand = m_Demands[demand]; if (uiDemand != null) { Destroy(uiDemand.gameObject); } m_Demands.Remove(demand); } else { Debug.LogWarningFormat("Trying to remove Demand from DemandPoint that's not here: {0}", demand.Resource.ResourceBlueprint.Name); } }