void SetAttackPreview(Tile t) { ResetAttackPreview(); VisualStateConfig attack_state = TileStateConfigs.GetMaterialForstate("attack_range_move_preview"); List <Tile> in_range = (Owner.Actions.GetActionOfType <UnitAction_ApplyEffectFromWeapon>().GetTargetableTilesForUnit(t)); List <Tile> border = TileManager.GetBorderTiles(in_range, TileManager.Instance, true); attack_preview_highlight = new MeshViewGroup(border, attack_state); }
public MeshViewGroup(List <MeshMaterialView> obj, VisualStateConfig state) { states = new List <VisualState>(); foreach (MeshMaterialView view in obj) { VisualState new_state = new VisualState(state); view.AddState(new_state); states.Add(new_state); } }
public MeshViewGroup(List <Tile> tiles, VisualStateConfig state) { states = new List <VisualState>(); foreach (Tile t in tiles) { if (t == null) { continue; } VisualState s = new VisualState(state); states.Add(s); t.SetVisualState(s); } }
public VisualState(VisualStateConfig conf) { material = conf.material; }