public void AddCommanderButtons() { if (commanders.Count < 1) { return; } foreach (Commander commander in commanders) { GameObject button = Instantiate(commanderButtonObj, content.transform); CommanderButton comButton = button.GetComponent <CommanderButton>(); comButton.SetCommander(commander); } }
public void OnCommanderpressed(Commander commander, CommanderButton button) { gameObject.SetActive(true); if (selectedCommanders.Contains(commander)) { //you cound move the logic here from CommanderButton with an out bool success } else { GameObject slotObj = Instantiate(garrisonSlotObj, panel.transform); GarrisonSlot garrisonSlot = slotObj.GetComponent <GarrisonSlot>(); garrisonSlot.commanderButton = button; selectedCommanders.Add(commander); garrisonSlot.SetData(commander); } }