public void Unbind(SurvivorHolder sh) { int px = sh.survivor.controlling_player.player_index; squads[px].removeSurvivor(sh.survivor, sh.slot_occupied); isConflict = checkConflict(); }
// Start is called before the first frame update void Start() { snapSpeed = 20; holder = gameObject.GetComponent <SurvivorHolder>(); box_collider = gameObject.GetComponent <BoxCollider>(); drag = gameObject.GetComponent <DragObject>(); }
public void Bind(SurvivorHolder sh) { int px = sh.survivor.controlling_player.player_index; if (squads[px].controlling_player == null) { squads[px].controlling_player = sh.survivor.controlling_player; } sh.slot_occupied = squads[px].addSurvivor(sh.survivor); isConflict = isOccupied(px); }