public GameObject GetNextFeature(GameObject currentSelected) { return(InspectorsUtil <AiFeature> .GetNext(transform, currentSelected)); }
/// <summary> /// Gets the next waypoint. /// </summary> /// <returns>The next waypoint.</returns> /// <param name="currentSelected">Current selected.</param> public GameObject GetNextWaypoint(GameObject currentSelected) { return(InspectorsUtil <Waypoint> .GetNext(waypointsFolder, currentSelected)); }
public GameObject GetNextAction(GameObject currentSelected) { return(InspectorsUtil <TowerAction> .GetNext(transform, currentSelected)); }
/// <summary> /// Gets the next capture point. /// </summary> /// <returns>The next capture point.</returns> /// <param name="currentSelected">Current selected.</param> public GameObject GetNextCapturePoint(GameObject currentSelected) { return(InspectorsUtil <CapturePoint> .GetNext(capturePointFolder, currentSelected)); }
/// <summary> /// Gets the next pathway. /// </summary> /// <returns>The next pathway.</returns> /// <param name="currentSelected">Current selected.</param> public GameObject GetNextPathway(GameObject currentSelected) { return(InspectorsUtil <Pathway> .GetNext(pathwayFolder, currentSelected)); }
/// <summary> /// Gets the next building place. /// </summary> /// <returns>The next building place.</returns> /// <param name="currentSelected">Current selected.</param> public GameObject GetNextBuildingPlace(GameObject currentSelected) { return(InspectorsUtil <BuildingPlace> .GetNext(towerFolder, currentSelected)); }