public void Add(GameObject gameObject, VisionReceiver receiver) { hiddenAgent.Add(gameObject); hiddenRend.Add(receiver); hiddenAgentT.Add(gameObject.GetComponent <Transform>()); hideNextSetting = new int[hideAmount + 1]; hideCurrentSetting = new int[hideAmount + 1]; hideSettingCalculated = false; hideAmount++; }
public void AddRenderer(GameObject obj, VisionReceiver receiver) { for (var factionIndex = 0; factionIndex < GameManager.Instance.Factions.Length; factionIndex++) { if (factionIndex == FindFactionIndex(obj)) { // Player that owns the unit will not be included in its hiding continue; } _hiddenAgentsFactions[factionIndex].Add(obj, receiver); } }