public void ResetTileHeightAndStates() { blockUnit.SyncTileStatesAndColors(); levelUnit.SnapToFloorState(); SetAlbedoColor(FloorTileStateColor); levelUnit.SetEmissiveColor(RiseTileColor); }
public void ColorAction(int tileType) { List <GridTile> tiles = levelEditor.gridController.GetSelectedGridTiles(); if (tiles.Count == 0) { return; } int currentWaveIndex = PLESpawnManager.Instance.CurrentWaveIndex; Color newColor = TileColors.GetColor(tileType); for (int i = 0; i < tiles.Count; i++) { GridTile tile = tiles[i]; PLEBlockUnit blockUnit = tile.blockUnit; blockUnit.riseColor = newColor; blockUnit.SyncTileStatesAndColors(); } }
private void UpdateTiles(List <GridTile> tiles, LevelUnitStates state, bool wasToldToChangeColor) { if (tiles.Count == 0) { return; } SFXManager.Instance.Play(SFXType.UI_Click); int currentWaveIndex = PLESpawnManager.Instance.CurrentWaveIndex; for (int i = 0; i < tiles.Count; i++) { GridTile tile = tiles[i]; PLEBlockUnit blockUnit = tile.blockUnit; LevelUnit levelUnit = tile.levelUnit; if (!blockUnit.HasActiveSpawn) { List <LevelUnitStates> levelUnitStates = blockUnit.GetLevelStates(); levelUnitStates[currentWaveIndex] = state; blockUnit.SyncTileStatesAndColors(); levelUnit.TryTransitionToState(state, wasToldToChangeColor); } } }