private void SetTeam(ICombatant combatant) { Main.LogDebug($"[SetUnitsInRegionToBeTaggedObjectiveTargetsResult] Setting Team '{Team}' for '{combatant.GameRep.name} - {combatant.DisplayName}'"); Team oldTeam = combatant.team; Team newTeam = UnityGameInstance.BattleTechGame.Combat.ItemRegistry.GetItemByGUID <Team>(TeamUtils.GetTeamGuid(Team)); if (Type == "Building") { oldTeam.RemoveBuilding((BattleTech.Building)combatant); newTeam.AddCombatant(combatant); } else { Main.LogDebug($"[SetUnitsInRegionToBeTaggedObjectiveTargetsResult] Setting Team '{Type}' Not Yet Supported. Use 'SetTeamByLanceSpawnerGuid'"); } /* * // Dumped this here for a visibility test after OnEncounterBegin * Main.LogDebug($"[SetUnitsInRegionToBeTaggedObjectiveTargetsResult] Units in team are: '{newTeam.units.Count}'"); * newTeam.units.ForEach(unit => { * Main.LogDebug($"[SetUnitsInRegionToBeTaggedObjectiveTargetsResult] Hiding unit '{unit.DisplayName}'"); * unit.OnPlayerVisibilityChanged(VisibilityLevel.None); * }); * * List<ICombatant> allLivingCombatants = UnityGameInstance.BattleTechGame.Combat.GetAllLivingCombatants(); * AccessTools.Method(typeof(TurnDirector), "RebuildVisCaches").Invoke(UnityGameInstance.BattleTechGame.Combat.TurnDirector, new object[] { allLivingCombatants }); */ }