public BattalionVisualizer CreateVisualsFor(BattalionType type, int totalRounds) { GameObject retObj = Instantiate(battalionVisualPrefab); BattalionVisualizer ret = retObj.GetComponent <BattalionVisualizer>(); ret.Initialize(totalRounds, bindingsDictionary[type].Sprite); return(ret); }
private Dictionary <BattalionIdentifier, BattalionVisualizer> InitializeVisualizers(Battle battle) { Dictionary <BattalionIdentifier, BattalionVisualizer> ret = new Dictionary <BattalionIdentifier, BattalionVisualizer>(); for (int i = 0; i < battle.Progression.Count; i++) { BattleRound round = battle.Progression[i]; IEnumerable <BattalionState> allUnits = round.InitialState.LeftSide.Concat(round.InitialState.RightSide); foreach (BattalionState unitState in allUnits) { if (!ret.ContainsKey(unitState.Id)) { BattalionVisualizer visualizer = mainScript.CreateVisualsFor(unitState.Id.Type, battle.Progression.Count); ret.Add(unitState.Id, visualizer); } ret[unitState.Id].InsertState(unitState, battle.Progression[i], i); } } return(ret); }