public void CreateGroup(MapLua.SaveLua.Army Army, MapLua.SaveLua.Army.UnitsGroup Grp, MapLua.SaveLua.Army.UnitsGroup Parent, Transform Pivot, bool Root = false) { if (Root) { Grp.Expanded = true; } GameObject NewGroupObject = Instantiate(GroupPrefab, Pivot); UnitListObject ulo = NewGroupObject.GetComponent <UnitListObject>(); ulo.AddAction = AddNewGroup; ulo.RemoveAction = RemoveGroup; ulo.SelectAction = SelectGroup; ulo.RenameAction = RenameStart; ulo.ExpandAction = ExpandAction; ulo.SetGroup(Army, Grp, Parent, Root); UnitGroups.Add(ulo); if (StoreSelection.Contains(Grp)) { AddToGrpSelection(ulo); } GenerateGroups(Army, Grp, ulo); }
public void GenerateGroups(MapLua.SaveLua.Army Army, MapLua.SaveLua.Army.UnitsGroup Grp, UnitListObject ParentGrp) { int GrpCount = Grp.UnitGroups.Count; if (GrpCount == 0) { return; } foreach (MapLua.SaveLua.Army.UnitsGroup iGrp in Grp.UnitGroups) { CreateGroup(Army, iGrp, ParentGrp.Source, ParentGrp.Pivot); } }