/// <summary> /// Refresh graphics of this tile. /// </summary> public void Refresh(TileData state) { if (!state.discovered) { unexplored.enabled = true; } else { SpriteOrientationData groundSprite = SpriteRegistry.GetSprite((state.land? "Land" : "Water")).GetSprite(state.landConnections[0], state.landConnections[1], state.landConnections[2], state.landConnections[3]); groundGfx.sprite = groundSprite.sprite; groundGfx.transform.rotation = Quaternion.Euler(0f, 0f, groundSprite.rotation); if (state.feature == "empty") { featureGfx.enabled = false; } else { featureGfx.enabled = true; SpriteOrientationData featureSprite = SpriteRegistry.GetSprite(state.feature).GetSprite(state.featureConnections[0], state.featureConnections[1], state.featureConnections[2], state.featureConnections[3]); featureGfx.sprite = featureSprite.sprite; featureGfx.transform.rotation = Quaternion.Euler(0f, 0f, featureSprite.rotation); } unitGfx.SetUnit(state.unit); structureGfx.SetStructure(state.structure); fogOfWar.enabled = !state.visible; unexplored.enabled = false; } }
public void Setup(UnitType unit, Color color, bool isSelected, UnityAction <bool> onToggle) { unitName.text = unit.name; background.color = color; unitIcon.color = color; unitIcon.sprite = SpriteRegistry.GetSprite(unit.name).GetSprite(false, false, false, false).sprite; toggle.isOn = isSelected; toggle.onValueChanged.AddListener(onToggle); }
public void SetStructure(StructureData structure) { if (structure == null) { background.enabled = false; icon.enabled = false; } else { icon.sprite = SpriteRegistry.GetSprite(structure.structure).GetSprite(false, false, false, false).sprite; icon.color = ClientController.gameState.GetPlayer(structure.owner).color; background.enabled = true; icon.enabled = true; } }
void ShowGraphics(UnitData unit) { if (unit == null) { Hide(); return; } unitSprite.sprite = SpriteRegistry.GetSprite(unit.unitType).GetSprite(false, false, false, false).sprite; playerColor = ClientController.gameState.GetPlayer(unit.owner).color; unitSprite.color = playerColor; Color backgroundColor = playerColor; if (unit.sleeping) { backgroundColor = Color.white; } unitBackground.color = backgroundColor; unitSprite.enabled = true; unitBackground.enabled = true; }
private void Awake() { instance = this; }