void OpenRangeIndicator() { if (!rangeIndicator) { rangeIndicator = RangeIndicator.CreateRangeIndicator(null, Vector3.zero, false, false).GetComponent <RangeIndicator>(); } rangeIndicator.transform.GetChild(0).GetComponent <Renderer>().material.color = Color.green; }
void Start() { cur = this; camDepth = Camera.main.transform.position.z; if (Game.currentScene != Scene.BattlefieldEditor) { rangeIndicator = RangeIndicator.CreateRangeIndicator(null, Vector3.zero, false, false).GetComponent <RangeIndicator> (); rangeIndicatorMaterial = rangeIndicator.transform.GetChild(0).GetComponent <Renderer> ().material; } flushTimer = 0; }
public static void Open(Vector3 position, Module _module) { if (cur) { Close(); cur.module = _module; cur.gameObject.SetActive(true); cur.transform.position = (Vector2)position; for (int i = 0; i < cur.buttons.Length; i++) { cur.buttons[i].transform.position = cur.transform.position; cur.buttons[i].transform.localScale = Vector3.zero; } cur.StartCoroutine(cur.Animate()); cur.UpdateHoverContextElements(); cur.rangeIndicator = RangeIndicator.CreateRangeIndicator(cur.module.gameObject, cur.module.transform.position, true, false).GetComponent <RangeIndicator> (); cur.rangeIndicator.GetComponentInChildren <SpriteRenderer> ().color = Color.green; cur.rangeIndicator.GetRange(cur.module.GetRange()); UpdateButtons(); } }