private void OnAttackRollsInspected(object sender, EventArgs args) { AttackRollResultsView view = (AttackRollResultsView)sender; _unitTypeView.SetModel(view.GetModel().GetUnitType()); _unitTypeView.gameObject.SetActive(true); }
private void CreateAttackViewsForSide(GameObject[] spawnPoints) { bool areProcessingAttackers = spawnPoints == _attackerRollsSpawnPoints; if (_model.GetTotalUnitsQuantity(!areProcessingAttackers) > 0) { List <AttackRollResultsCollection> rolls = _model.GetAttackRollResults(areProcessingAttackers); int count = Mathf.Min(rolls.Count, spawnPoints.Length); for (int i = 0; i < count; i++) { AttackRollResultsView attackRollResultsView = (AttackRollResultsView)Instantiate(_attackRollResultsPrefab, spawnPoints[i].transform.position, Quaternion.identity); attackRollResultsView.transform.parent = spawnPoints[i].transform; attackRollResultsView.SetModel(rolls[i]); attackRollResultsView.MouseOver += OnAttackRollsInspected; attackRollResultsView.MouseLeft += OnUnitTypeInspectionEnded; _attackViews[rolls[i].GetUnitStack()] = attackRollResultsView; } } }