public void updateHangar(Hangar hangar) { SetShips(hangar.GetHangar()); List <GameObject> activeFleet = hangar.GetFleetList(); for (int i = 0; i < activeFleet.Count; i++) { if (activeFleet[i].GetComponent <Ship>().isOnActiveFleet) { activeFleet[i].GetComponent <Ship>().isOnActiveFleet = false; } } updateSlots(); }
// Start is called before the first frame update void Start() { _playerHangar = PersistantDataManager.Instance.GetPlayerHangar(); Debug.Log(_playerHangar.GetHangar().Count); hangarSlots = gameObject.GetComponentsInChildren <HangarSlot>(); StatOverView = GameObject.FindGameObjectWithTag("StatOverView"); //SetShips(_playerHangar.GetHangar()); //updateSlots(); StatOverView.SetActive(false); this.gameObject.SetActive(false); battleButton.SetActive(false); }