public void HideRanges() { if (unitState == unitState_t.UNIT_STATE_SELECTED) { unitState = unitState_t.UNIT_STATE_IDLE; foreach (GameObject sprite in rangeSpriteList) { DestroyObject(sprite); } rangeSpriteList.Clear(); } }
public void ShowRanges() { if (unitState == unitState_t.UNIT_STATE_IDLE) { unitState = unitState_t.UNIT_STATE_SELECTED; foreach (Vector2 loc in movementRangeList) { GameObject instance = Instantiate(moveRangeSprite, new Vector3(loc.x, loc.y, 0f), Quaternion.identity) as GameObject; rangeSpriteList.Add(instance); } foreach (Vector2 loc in attackRangeList) { GameObject instance = Instantiate(attackRangeSprite, new Vector3(loc.x, loc.y, 0f), Quaternion.identity) as GameObject; rangeSpriteList.Add(instance); } } }