public void GenerateVisuals() { GameObject container = transform.Find("Visuals").gameObject; for (int i = 0; i < container.transform.childCount; i++) { Destroy(container.transform.GetChild(i).gameObject); } SpriteMetarial newVisual = Instantiate(m_Prefab, transform.position, m_Prefab.transform.rotation, container.transform); newVisual.SetSprite(m_SpriteIndex); m_Visual = newVisual.GetComponent <Renderer>(); }
public void SetType2D(TileType2D t, int index) { m_TileType2D = t; m_SpriteIndex = index; m_Impassible = false; switch (t) { case TileType2D.Impassible: m_MovementCost = 9999; m_Impassible = true; m_Prefab = TilePrefabHolder.m_Instance.m_TileImpassiblePrefab; break; case TileType2D.Road: m_MovementCost = 1; m_DefenseRate = 0; m_Prefab = TilePrefabHolder.m_Instance.m_TileRoadPrefab; break; case TileType2D.Plain: m_MovementCost = 1.5f; m_DefenseRate = 10; m_Prefab = TilePrefabHolder.m_Instance.m_TilePlainPrefab; break; case TileType2D.Wasteland: m_MovementCost = 3; m_DefenseRate = 30; m_Prefab = TilePrefabHolder.m_Instance.m_TileWastelandPrefab; break; case TileType2D.Villa: m_MovementCost = 1; m_DefenseRate = 50; m_Prefab = TilePrefabHolder.m_Instance.m_TileVillaPrefab; break; case TileType2D.Forest: m_MovementCost = 2; m_DefenseRate = 40; m_Prefab = TilePrefabHolder.m_Instance.m_TileTreePrefab; break; } GenerateVisuals(); }