public void SetTile(Tile_SO chosenTile) { tile = chosenTile; text = transform.GetChild(0).GetComponent <TextMeshProUGUI>(); switch (tile.tileType) //TEMP - Variate colours and write names of tiles { case TileType.Pins: text.text = tile.tileType.ToString() + "\n" + tile.numberValue; GetComponent <Image>().color = Color.gray; break; case TileType.Bamboos: text.text = tile.tileType.ToString() + "\n" + tile.numberValue; GetComponent <Image>().color = Color.green; break; case TileType.Characters: text.text = tile.tileType.ToString() + "\n" + tile.numberValue; GetComponent <Image>().color = Color.red; break; case TileType.Winds: text.text = tile.tileType.ToString() + "\n" + tile.windValue; GetComponent <Image>().color = Color.blue; break; case TileType.Dragons: text.text = tile.tileType.ToString() + "\n" + tile.dragonValue; GetComponent <Image>().color = Color.white; break; } }
void GiveTile(Tile_SO currentTile, Transform hand) { GameObject newTile = Instantiate(tester_tile); newTile.transform.SetParent(hand); newTile.transform.localRotation = Quaternion.identity; Tile tileScript = newTile.GetComponent <Tile>(); tileScript.SetTile(currentTile); if (hand.transform == players[0].transform) { tileScript.PlayerTile(); } hand.GetComponent <Player>().RecieveTile(tileScript); }