public void deselectAll() { //make clauses for all types of units, as they might have deslection animations, menus to close, etc foreach (var battalion in GetComponentsInChildren <Battalion>()) //get all selectable objects in children of player { battalion.Deselect(); } foreach (Buildings Building in GetComponentsInChildren <Buildings>()) { Building.closeMenu(); Destroy(Building.GetComponent <SelectableObject>().selectionCircle); } commanderInput.updateSelectedObjects((WorldObject)null); }
public void TaskOnClick() { parentTray.clearSelectedObjectTray(); //clear selection tray BattalionSelectionComponent unitSelectObj = FindObjectOfType <BattalionSelectionComponent>(); unitSelectObj.deselectAll(); //deselect all units unitSelectObj.createCircle(representingObject.GetComponent <SelectableObject>()); //add circle to unit commanderInput.updateSelectedObjects(representingObject); }