public void GenerateConnections() { //Kingdom 1 GridMap.Instance.GameBoard [21, 30].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[18, 33].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[14, 32].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[29, 30].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[21, 23].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [18, 33].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[21, 30].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[14, 37].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [14, 32].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[21, 30].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[14, 37].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[16, 18].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [14, 37].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[18, 33].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[14, 32].hexTile.GetCityTileTest() , GridMap.Instance.GameBoard[36, 37].hexTile.GetCityTileTest() }; //Kingdom 2 GridMap.Instance.GameBoard [29, 30].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[32, 33].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[35, 31].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[21, 30].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[29, 23].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [32, 33].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[29, 30].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[36, 37].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [35, 31].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[29, 30].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[36, 37].hexTile.GetCityTileTest() , GridMap.Instance.GameBoard[37, 14].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [36, 37].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[32, 33].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[35, 31].hexTile.GetCityTileTest() , GridMap.Instance.GameBoard[14, 37].hexTile.GetCityTileTest() }; //Kingdom 3 GridMap.Instance.GameBoard [29, 23].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[29, 16].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[29, 30].hexTile.GetCityTileTest() , GridMap.Instance.GameBoard[21, 23].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[37, 14].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [29, 16].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[29, 23].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[33, 14].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [33, 14].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[29, 16].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[37, 14].hexTile.GetCityTileTest() , GridMap.Instance.GameBoard[15, 15].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [37, 14].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[33, 14].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[29, 23].hexTile.GetCityTileTest() , GridMap.Instance.GameBoard[35, 31].hexTile.GetCityTileTest() }; //Kingdom 4 GridMap.Instance.GameBoard [21, 23].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[16, 18].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[20, 18].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[21, 30].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[29, 23].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [16, 18].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[21, 23].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[15, 15].hexTile.GetCityTileTest() , GridMap.Instance.GameBoard[14, 32].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [20, 18].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[21, 23].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[15, 15].hexTile.GetCityTileTest() }; GridMap.Instance.GameBoard [15, 15].hexTile.GetCityTileTest().cityAttributes.connectedCities = new List <CityTileTest> () { GridMap.Instance.GameBoard[20, 18].hexTile.GetCityTileTest(), GridMap.Instance.GameBoard[16, 18].hexTile.GetCityTileTest() }; for (int i = 0; i < CityGenerator.Instance.cities.Count; i++) { HexTile currentTile = CityGenerator.Instance.cities [i]; for (int j = 0; j < currentTile.GetCityTileTest().cityAttributes.connectedCities.Count; j++) { Tile connectedCity = currentTile.GetCityTileTest().cityAttributes.connectedCities[j].hexTile.tile; currentTile.tile.canPass = true; connectedCity.canPass = true; List <Tile> roads = GetPath(currentTile.tile, connectedCity, PATHFINDING_MODE.ROAD_CREATION).ToList(); for (int k = 0; k < roads.Count; k++) { roads [k].hexTile.isRoad = true; if (!roads [k].hexTile.isCity && !roads [k].hexTile.isOccupied) { roads [k].hexTile.SetTileColor(Color.gray); } } currentTile.tile.canPass = false; connectedCity.canPass = false; } } }