private static int MaxUnits(Unit.UnitType type) => Army.Params.GetArmyMaxUnitsNumber(type);
private static string UnitsByType(Unit.UnitType u) => Army.Params.GetUnitsListByType(u);
public void SetUnitType(Unit.UnitType unitType) { InitializeIfNeeded(); this.unitType = unitType; // Hide all units unitProfilePicBZ.SetActive(false); unitProfilePicFT.SetActive(false); unitProfilePicGL.SetActive(false); unitProfilePicGR.SetActive(false); unitProfilePicMG.SetActive(false); unitNameBZ.SetActive(false); unitNameFT.SetActive(false); unitNameGL.SetActive(false); unitNameGR.SetActive(false); unitNameMG.SetActive(false); // Show appropriate unit switch (this.unitType) { case Unit.UnitType.UNIT_NONE: // Show nothing break; case Unit.UnitType.UNIT_BAZOOKA: unitProfilePicBZ.SetActive(true); unitProfilePicBZ.transform.SetAsLastSibling(); unitNameBZ.SetActive(true); unitNameBZ.transform.SetAsLastSibling(); break; case Unit.UnitType.UNIT_FLAMETHROWER: unitProfilePicFT.SetActive(true); unitProfilePicFT.transform.SetAsLastSibling(); unitNameFT.SetActive(true); unitNameFT.transform.SetAsLastSibling(); break; case Unit.UnitType.UNIT_GRENADELAUNCHER: unitProfilePicGL.SetActive(true); unitProfilePicGL.transform.SetAsLastSibling(); unitNameGL.SetActive(true); unitNameGL.transform.SetAsLastSibling(); break; case Unit.UnitType.UNIT_GRENADIER: unitProfilePicGR.SetActive(true); unitProfilePicGR.transform.SetAsLastSibling(); unitNameGR.SetActive(true); unitNameGR.transform.SetAsLastSibling(); break; case Unit.UnitType.UNIT_MACHINEGUNNER: unitProfilePicMG.SetActive(true); unitProfilePicMG.transform.SetAsLastSibling(); unitNameMG.SetActive(true); unitNameMG.transform.SetAsLastSibling(); break; } }