private void checkHRLists() { //print ("i am in check list"); //print ("m_buildings.Count:"+m_buildings.Count); //get the transform of "BigDig_for_Evelyn" Transform hr = GameObject.Find("HRBuildings").transform; int children = hr.childCount; //loop to inverse every child node under this parent node for (int i = 0; i < children; i++) { //get the dates info from attached HRBuildingBase Transform sub = hr.GetChild(i).transform; HRBuildingBase currentBase = sub.GetComponent("HRBuildingBase") as HRBuildingBase; int subchildren = sub.childCount; int by = currentBase.BirthYear; int dy = currentBase.DeathYear; switch (currentBase.Status) { case -1: if (TimeManager.Instance.Year >= by && TimeManager.Instance.Year <= dy) { for (int j = 0; j < subchildren; j++) { sub.GetChild(j).gameObject.SetActive(true); } currentBase.Status = 0; } else if (TimeManager.Instance.Year > dy) { currentBase.Status = 1; } else if (TimeManager.Instance.Year < by) { } break; case 0: if (TimeManager.Instance.Year > dy) { for (int j = 0; j < subchildren; j++) { sub.GetChild(j).gameObject.SetActive(false); } currentBase.Status = 1; } break; case 1: break; } } }
private void checkReset(bool b) { if (b) { Transform hr = GameObject.Find("HRBuildings").transform; int children = hr.childCount; //loop to inverse every child node under this parent node for (int i = 0; i < children; i++) { Transform sub = hr.GetChild(i).transform; HRBuildingBase currentBase = sub.GetComponent("HRBuildingBase") as HRBuildingBase; currentBase.Status = -1; int subchildren = sub.childCount; for (int j = 0; j < subchildren; j++) { sub.GetChild(j).gameObject.SetActive(false); } } needToResetStatus = false; } }