void SwitchToTeam(int team) { InitializeIfNeeded(); this.currentDisplayedTeam = team; // Set buttons with units in selected team int currentButtonIndex = 0; foreach (UnitDataObject unitDataObject in tcScript.unitDataObjectsList) { if (unitDataObject.assignedTeam == team && currentButtonIndex < selectedUnitButtonList.Count) { GameObject buttonGO = selectedUnitButtonList [currentButtonIndex]; SelectedUnitButton button = buttonGO.GetComponent <SelectedUnitButton> (); button.SetUnitDataObject(unitDataObject); button.HideCloseButton(); currentButtonIndex++; } } // Clear buttons without a team for (int i = currentButtonIndex; i < selectedUnitButtonList.Count; i++) { GameObject buttonGO = selectedUnitButtonList [currentButtonIndex]; SelectedUnitButton button = buttonGO.GetComponent <SelectedUnitButton> (); button.ClearButton(); currentButtonIndex++; } }
void SwitchToTeam(int team) { InitializeIfNeeded(); tcScript.selectedTeam = team; this.currentDisplayedTeam = team; // Show all team tabs team1Tab.SetActive(true); team2Tab.SetActive(true); team3Tab.SetActive(true); // Hide the appropriate team tab switch (team) { case 0: // Show nothing break; case 1: team1Tab.SetActive(false); break; case 2: team2Tab.SetActive(false); break; case 3: team3Tab.SetActive(false); break; } // Set buttons with units in selected team int currentButtonIndex = 0; foreach (UnitDataObject unitDataObject in tcScript.unitDataObjectsList) { if (unitDataObject.assignedTeam == team && currentButtonIndex < selectedUnitButtonList.Count) { GameObject buttonGO = selectedUnitButtonList [currentButtonIndex]; SelectedUnitButton button = buttonGO.GetComponent <SelectedUnitButton> (); button.SetUnitDataObject(unitDataObject); //button.HideCloseButton (); currentButtonIndex++; } } // Clear buttons without a team for (int i = currentButtonIndex; i < selectedUnitButtonList.Count; i++) { GameObject buttonGO = selectedUnitButtonList [i]; SelectedUnitButton button = buttonGO.GetComponent <SelectedUnitButton> (); button.ClearButton(); } }