public void ResetColors() { for (int i = 0; i < targets.Count; i++) { GameObject hextileObject = targets[i].gameObject; Transform gfx = hextileObject.transform.Find("Main"); Renderer hextileRenderer = gfx.GetComponent <Renderer>(); FloorGfx hextileGfx = gfx.GetComponent <FloorGfx>(); hextileRenderer.material.color = hextileGfx.myColor; } }
public void Explode() { containingCity.cityTiles.Remove(this); containingCity.CheckDestroyed(); GameObject hextileObject = gameObject; Transform gfx = hextileObject.transform.Find("Main"); FloorGfx fgfx = gfx.GetComponent <FloorGfx>(); fgfx.myColor = Color.red; Renderer hextileRenderer = gfx.GetComponent <Renderer>(); hextileRenderer.material.color = Color.red; }
public bool PlaceCity() { bool success = false; if (possibleCity.Count < intendedSize) { possibleBlockedArea.Clear(); possibleCity.Clear(); return(success); } else { City newCity = new City(); List <Hextile> newCityTiles = new List <Hextile>(possibleCity); newCity.cityTiles = newCityTiles; for (int i = 0; i < possibleCity.Count; i++) { Hextile tileScript = possibleCity[i]; tileScript.isCity = !tileScript.isCity; tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = Color.gray; tileScript.containingCity = newCity; tileScript.health = 2; FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>(); fgfx.myColor = Color.gray; } newCity.cityEnergy = newCity.DetermineCityEnergy(); newCity.owner = 1; aiCities.Add(newCity); success = true; possibleCity.Clear(); for (int i = 0; i < possibleBlockedArea.Count; i++) { Hextile tileScript = possibleBlockedArea[i]; tileScript.blocked = !tileScript.blocked; FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>(); tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = fgfx.myColor; } possibleBlockedArea.Clear(); } return(success); }
public void ResetColors() { for (int i = 0; i < possibleCity.Count; i++) { GameObject hextileObject = possibleCity[i].gameObject; Transform gfx = hextileObject.transform.Find("Main"); Renderer hextileRenderer = gfx.GetComponent <Renderer>(); FloorGfx hextileGfx = gfx.GetComponent <FloorGfx>(); hextileRenderer.material.color = hextileGfx.myColor; } for (int i = 0; i < possibleBlockedArea.Count; i++) { GameObject hextileObject = possibleBlockedArea[i].gameObject; Transform gfx = hextileObject.transform.Find("Main"); Renderer hextileRenderer = gfx.GetComponent <Renderer>(); FloorGfx hextileGfx = gfx.GetComponent <FloorGfx>(); hextileRenderer.material.color = hextileGfx.myColor; } }
public void CreateCity() { if (possibleCity.Count < intendedSize) { Debug.Log("City too small!"); return; } City newCity = new City(); List <Hextile> newCityTiles = new List <Hextile>(possibleCity); newCity.cityTiles = newCityTiles; newCity.cityEnergy = newCity.DetermineCityEnergy(); newCity.owner = 0; cH.myCities.Add(newCity); for (int i = 0; i < possibleCity.Count; i++) { Hextile tileScript = possibleCity[i]; tileScript.isCity = !tileScript.isCity; tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = Color.gray; tileScript.containingCity = newCity; tileScript.health = 2; FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>(); fgfx.myColor = Color.gray; } possibleCity.Clear(); for (int i = 0; i < possibleBlockedArea.Count; i++) { Hextile tileScript = possibleBlockedArea[i]; tileScript.blocked = !tileScript.blocked; FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>(); tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = fgfx.myColor; } possibleBlockedArea.Clear(); tS.DecrementRemainingCities(intendedSize); }