void Update() { if (!SceneTown.isModalShow) { if ((SceneTown.buildingSelected != null) && !UICommand.Visible) { UICommand.Show(SceneTown.buildingSelected); } else if ((SceneTown.buildingSelected == null) && UICommand.Visible) { UICommand.Hide(); } else { } } if (Visible) { for (int i = 0; i < Buttons.Count; ++i) { Buttons[i].Update(); } } }
public void BuildingLandUnselect() { if (buildingSelected == null) { return; } buildingSelected.Land(true, true); buildingSelected = null; Save(); UICommand.Hide(); }
// select building public void BuildingSelect(Building buildingNew) { // if user select selected building again bool SelectSame = (buildingNew == buildingSelected) ? true : false; if (buildingSelected != null) { // if initialy created building, then pass if (!buildingSelected.OnceLanded) { return; } // building can't land, then pass if (!buildingSelected.Landed && !buildingSelected.Landable) { return; } // land building BuildingLandUnselect(); UICommand.Hide(); } if (SelectSame) { return; } buildingSelected = buildingNew; if (buildingSelected != null) { //Debug.Log ("Building Selected:"+buildingNew.gameObject.name+" OnceLanded:"+buildingNew.OnceLanded.ToString ()); // set scale animation to newly selected building BETween bt = BETween.scale(buildingSelected.gameObject, 0.1f, new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.4f, 1.4f, 1.4f)); bt.loopStyle = BETweenLoop.pingpong; // se tbuilding state unland buildingSelected.Land(false, true); } }