public void ShowBuildingsFrom(TileBuildings building, bool b) { foreach (Transform tile in GetAllTilesByBuilding(building)) { tile.GetComponent <TileStateManager>().ShowBuilding(b); } }
public void CreateDistrictOnTile(GameObject prefab, GameObject prefabEffect, Vector3 pos) { building = TileBuildings.District; buildingModel = Instantiate(prefab, pos, Quaternion.identity); ShowFeeds(true); ShowTile(true); effectModel = Instantiate(prefabEffect, pos, Quaternion.identity, UI.transform); }
public void CreateTownOnTile(GameObject prefab, GameObject prefabEffect, GameObject townCartouchePrefab, Vector3 pos) { building = TileBuildings.Town; buildingModel = Instantiate(prefab, pos, Quaternion.identity); ShowFeeds(true); ShowTile(true); effectModel = Instantiate(prefabEffect, pos, Quaternion.identity, UI.transform); cartouche = Instantiate(townCartouchePrefab, pos, Quaternion.identity); }
public List <Transform> GetAllTilesByBuilding(TileBuildings content) { List <Transform> myl = new List <Transform>(); for (int i = 0; i < hexGrid.Tiles.Count; i++) { if (hexGrid.Tiles [i].GetComponent <TileStateManager> ().building == content) { myl.Add(hexGrid.Tiles [i].transform); } } return(myl); }
public void DestroyTileContent() { building = TileBuildings.Empty; }