void OnSurvivorAssignmentUpdated(SurvivorAssignmentUpdatedEvent e) { if (e.CityBuilding != null && e.CityBuilding == currentModel) { ConfigureForBuilding(currentModel); } }
void OnSurvivorAssignmentUpdated(SurvivorAssignmentUpdatedEvent e) { foreach (SurvivorAssignIcon icon in createdIcons) { if (icon.gameObject.activeSelf && icon.Model == e.SurvivorModel) { icon.UpdateView(); return; } } }
void OnSurvivorAssignmentUpdated(SurvivorAssignmentUpdatedEvent e) { List <SurvivorModel> assignedSurvivors = CityBuilding.LinkedModel.AssignedSurvivors; for (int i = 0; i < assignedSurvivors.Count; i++) { SurvivorAssignmentPointer sap = pointerPool.Get(i); sap.SetSurvivor(assignedSurvivors[i]); sap.transform.parent = transform; sap.SetActive(true); } pointerPool.ReturnAllAfter(CityBuilding.LinkedModel.AssignedSurvivors.Count); }