public void DispatchUnit() { TownEntry entryData = activeTown.GetComponent <TownEntryDisplay>().townEntry; ITown dispatchTown = activeTown.GetComponent <TownEntryDisplay>().townEntry.town; IUnit dispatchableUnit = barracks.activeEntry.GetComponent <UnitEntryDisplay>().unitEntry.unit; dispatchableUnit.Town = dispatchTown; dispatchableUnit.Save(); barracks.activeEntry.GetComponent <UnitEntryDisplay>().UpdateDisplay(dispatchableUnit); unitDisplayController.SetData(dispatchableUnit); }
public GameObject CreateTownEntry(ITown town) { TownEntry townEntryData = TownEntry.CreateInstance(town); GameObject townEntryObject = Instantiate(townEntryPrefab) as GameObject; townEntryObject.transform.SetParent(townsEntriesPanel.transform); townEntryObject.transform.localRotation = Quaternion.identity; townEntryObject.transform.localScale = Vector3.one; townEntryObject.GetComponent <TownEntryDisplay>().townEntry = townEntryData; townEntryObject.GetComponent <TownEntryDisplay>().SetDisplay(); townEntryObject.GetComponent <SetActiveTown>().Initialize(SetActiveTown); return(townEntryObject); }
private void Awake() { entry = GetComponent <TownEntryDisplay>().townEntry; }