/** * <summary> * Unselect and set the slot inactive * </summary> * * <returns> * void * </returns> */ public void Unselect() { if (BuilderActionComponentUI.ActiveSlot == null) { return; } this.outline.effectColor = this.defaultColor; GameObject previewGameObject = BuilderActionComponentUI.ActiveSlot.GetComponent <BuildingSlotUI>().GetPreview(); previewGameObject.transform.localPosition = Vector3.zero; BuilderActionComponentUI.PreviewFollow = false; BuilderActionComponentUI.ActiveSlot = null; // For better alignment, may change in the future? this.preview.GetComponent <BuildingPreviewBehaviour>().TurnRenderer(false); MouseBehaviour.Mode = MouseMode.Default; // Show all visible renderers and hide placement (buildings, and resources) BuildingsManagerBehaviour.TurnRenderers(true); ResourcesManagerBehaviour.TurnRenderers(true); BuildingsManagerBehaviour.TurnPlacementIndicator(false); ResourcesManagerBehaviour.TurnPlacementIndicator(false); this.select = false; }
/** * <summary> * Select and set the slot active * </summary> * * <returns> * void * </returns> */ public void Select() { this.outline.effectColor = new Color((255 / 255), (0f / 255f), (0f / 255f), 1); BuilderActionComponentUI.PreviewFollow = true; BuilderActionComponentUI.ActiveSlot = this.gameObject; // For better alignment, may change in the future? this.preview.GetComponent <BuildingPreviewBehaviour>().TurnRenderer(false); MouseBehaviour.Mode = MouseMode.Build; // Hide all visible renderers and show placement (buildings, and resources) BuildingsManagerBehaviour.TurnRenderers(false); ResourcesManagerBehaviour.TurnRenderers(false); BuildingsManagerBehaviour.TurnPlacementIndicator(true); ResourcesManagerBehaviour.TurnPlacementIndicator(true); this.select = true; }