public IEnumerator LoadTileAtlasIfReady() { while (!StreamingResourceLoader.finishedReading) { yield return(null); } //Here we load it and create the UI blocks List <TileObject> fetchedTiles = TileAtlas.tileObjects; for (int i = 0; i < fetchedTiles.Count; i++) { GameObject tileBlock = Instantiate(tileBlockPrefab, blockContentParent); ListTileObjContainer tileContainer = tileBlock.GetComponent <ListTileObjContainer>(); tileContainer.SetThisTileObj(fetchedTiles[i]); } fetchedTiles.Sort(SortByID); Instantiate(newTileBlockPrefab, blockContentParent); ToggleTileInteractivity(); yield break; }
public void ToggleTileInteractivity() { for (int i = 0; i < transform.childCount; i++) { if (transform.GetChild(i).GetComponent <ListTileObjContainer>() != null) { ListTileObjContainer container = transform.GetChild(i).GetComponent <ListTileObjContainer>(); container.sprNameField.interactable = !container.lightSrcToggle.interactable; container.tileIdField.interactable = !container.lightSrcToggle.interactable; container.colliderToggle.interactable = !container.lightSrcToggle.interactable; container.lightSrcToggle.interactable = !container.lightSrcToggle.interactable; } } }