void ResetTiles()
 {
     tileSelectedIndices.Clear();
     tileColor = Color.white;
     hexa.ClearTiles();
     RefreshGrid();
 }
示例#2
0
        void TileMouseOver(int tileIndex)
        {
            // Get color of current cell
            Color32 cellColor = hexa.GetTileColor(tileIndex, true);

            // If color is same, don't do anything
            if (cellColor.r == currentColor.r && cellColor.g == currentColor.g && cellColor.b == currentColor.b)
            {
                return;
            }

            // Clears temporary colors
            hexa.ClearTiles(true, false, false);

            // Reset extrusion
            hexa.ClearTilesExtrusion();

            // Select cell
            currentColor = cellColor;

            // If current cell is "sea", ignore and return
            if (currentColor.r == seaColor.r && currentColor.g == seaColor.g && currentColor.b == seaColor.b)
            {
                cycleColorsEnabled = false;
                return;
            }

            // Select tiles with same color
            currentTerritoryTiles.Clear();
            for (int k = 0; k < hexa.tiles.Length; k++)
            {
                if (hexa.GetTileColor(k, true) == currentColor)
                {
                    currentTerritoryTiles.Add(k);
                }
            }

            // Extrude tiles
            hexa.SetTileExtrudeAmount(currentTerritoryTiles, 0.5f);

            // Enable territory highlight color cycle
            cycleColorsEnabled = true;
            blinkBit           = false;
        }
示例#3
0
        /// <summary>
        /// Clears all tile colors
        /// </summary>

        void ClearTiles()
        {
            // Hides and remove any assigned color/texture to the tiles
            hexa.ClearTiles();
        }