public void AddStructure(Base.Team team, Transform structure) { switch (team) { case Base.Team.Neutral: structurePlayer1.Add(structure); break; case Base.Team.My: structurePlayer2.Add(structure); break; case Base.Team.Enemy: structureNeutral.Add(structure); break; default: break; } }
public void AddUnit(Base.Team team, Transform unit) { switch (team) { case Base.Team.Neutral: unitNeutral.Add(unit); break; case Base.Team.My: unitPlayer1.Add(unit); break; case Base.Team.Enemy: unitPlayer2.Add(unit); break; default: break; } }
// Use this for initialization void Start() { GameObject mapArea = GameObject.CreatePrimitive(PrimitiveType.Cube); mapArea.name = "MapArea"; mapArea.layer = 12; mapArea.tag = "MiniMapBlob"; Destroy(mapArea.GetComponent <Collider>()); mapArea.transform.parent = this.transform; mapArea.transform.parent = transform; mapArea.transform.localScale = new Vector3(20, 20, 20); mapArea.transform.localPosition = new Vector3(0, 0, 0); //mapArea.GetComponent<Renderer>().material = GetComponent<Renderer>().material; // This might be needed after the tag coloring is fixed Material mat = mapArea.GetComponent <Renderer>().material; Base.Team team = GetComponent <Base>().team; switch (team) { case Base.Team.Neutral: gameObject.tag = "Neutral"; mat.SetColor("_Color", TeamHandler.teamHandler.colorNeutral); break; case Base.Team.My: gameObject.tag = "Player1"; mat.SetColor("_Color", TeamHandler.teamHandler.colorPlayer1); break; case Base.Team.Enemy: gameObject.tag = "Player2"; mat.SetColor("_Color", TeamHandler.teamHandler.colorPlayer2); break; default: break; } }