void OnClickLane(GameObject target) { Slot selectedLane = target.FindComponentUpwards<Slot>(); if (selectedUnitPoolSlot != null && !selectedUnitPoolSlot.IsFree && selectedLane != null && selectedLane.IsFree) { if (Time.time - selectedLane.LastAddTime > SlotAddTimeout) { var unit = selectedUnitPoolSlot.Unit; selectedUnitPoolSlot.Unit = null; selectedUnitPoolSlot = null; selectedLane.LastAddTime = Time.time; unit.transform.position = selectedLane.transform.position; unit.gameObject.AddComponent<UnitMovement>().Velocity = SpawnVelocity; unit.transform.rotation = Quaternion.Euler(SpawnRotation); unit.PlayerId = Id; unit.BroadcastMessage("StopBlinking"); AudioController.Instance.PlaySound("click"); UpdateBlinking(); } } }
void OnClickPoolSlot(GameObject target) { //Debug.Log("OnClickPoolSlot", gameObject); selectedUnitPoolSlot = target.FindComponentUpwards<Slot>(); AudioController.Instance.PlaySound("click"); }