예제 #1
0
 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();
     }
 }
예제 #2
0
    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);
            }
        }
    }