private void SpawnForSaleOnTerrain() { for (int i = 0; i < _forSaleRegions.Count; i++) { var index = _forSaleRegions[i]; var reg = MeshController.CrystalManager1.CrystalRegions[index].Region; //if is not inland will remove it from Sale will added to unlock if (MeshController.CrystalManager1.CrystalRegions[index].WhatAudioIReport != "InLand") { //_unlockRegions.Add(i); //continue; } _forSaleRegionGoes.Add(ForSaleRegionGO.CreateForSaleRegionGO(Root.forSaleRegion, index, reg, container: Program.gameScene.Terreno.transform)); } }
static public ForSaleRegionGO CreateForSaleRegionGO(string root, int index, Rect region, string name = "", Transform container = null, H hType = H.None) { ForSaleRegionGO obj = null; obj = (ForSaleRegionGO)Resources.Load(root, typeof(ForSaleRegionGO)); obj = (ForSaleRegionGO)Instantiate(obj, U2D.FromV2ToV3(region.center), Quaternion.identity); obj.HType = hType; obj.MyId += " " + index; obj.Index = index; obj.Region = region; if (container != null) { obj.transform.SetParent(container); } return(obj); }