void ShowHideStatsBuildButtons() { // If we updated our selection and only one Entity is left selected, if (selection.Count == 1) { Unit unit = selection[0] as Unit; if (unit) { InitStats(unit); // and that entity is a flagship, show build buttons Unit_Flagship flag = selection[0].gameObject.GetComponent <Unit_Flagship>(); if (flag) { buildButtonsRoot.SetActive(true); } else { buildButtonsRoot.SetActive(false); } } else { HideStats(); // TODO: No support for Entity yet buildButtonsRoot.SetActive(false); } } else { HideStats(); // Nothing is selected, or too much is selected buildButtonsRoot.SetActive(false); // If we have nothing selected but we are in the middle of build previewing, our flagship was destroyed, so the build must be cancelled if (buildState > 0) { BuildCancel(); } } }
public void SetFlagship(Unit_Flagship flag) { flagship = flag; }