void ResetTiles() { tileSelectedIndices.Clear(); tileColor = Color.white; hexa.ClearTiles(); RefreshGrid(); }
void TileMouseOver(int tileIndex) { // Get color of current cell Color32 cellColor = hexa.GetTileColor(tileIndex, true); // If color is same, don't do anything if (cellColor.r == currentColor.r && cellColor.g == currentColor.g && cellColor.b == currentColor.b) { return; } // Clears temporary colors hexa.ClearTiles(true, false, false); // Reset extrusion hexa.ClearTilesExtrusion(); // Select cell currentColor = cellColor; // If current cell is "sea", ignore and return if (currentColor.r == seaColor.r && currentColor.g == seaColor.g && currentColor.b == seaColor.b) { cycleColorsEnabled = false; return; } // Select tiles with same color currentTerritoryTiles.Clear(); for (int k = 0; k < hexa.tiles.Length; k++) { if (hexa.GetTileColor(k, true) == currentColor) { currentTerritoryTiles.Add(k); } } // Extrude tiles hexa.SetTileExtrudeAmount(currentTerritoryTiles, 0.5f); // Enable territory highlight color cycle cycleColorsEnabled = true; blinkBit = false; }
/// <summary> /// Clears all tile colors /// </summary> void ClearTiles() { // Hides and remove any assigned color/texture to the tiles hexa.ClearTiles(); }