public void ChangeToAndShow(CardDisplay cardDisplay) { // sprite.sprite = cardDisplay.Card.Art; Spell.Description spell = cardDisplay.Card.Spell; currentSpell = spell; Show(); }
public void SetAllCells(Spell.Description spell, Vector3 offset) { Spell.Hit hit = spell.hits[0]; RemoveCells(); aimFLoors = new List <GameObject>(); foreach (Vector2Int pos in hit.Locations) { GameObject floor = Instantiate(floorPrefab); aimFLoors.Add(floor); } }
public void PositionAllCells(Spell.Description spell, Vector3 offset) { Spell.Hit hit = spell.hits[0]; if (aimFLoors == null || hit.Locations.Count != aimFLoors.Count) { SetAllCells(spell, offset); } for (int i = 0; i < aimFLoors.Count; i++) { Vector2Int pos = hit.Locations[i]; GameObject floor = aimFLoors[i]; if (floor == null) { continue; } //pat = grid.GridPattern(pos); Vector3 floorPos = grid.GridToWorld(pos, WorldGrid.PlaceMode.TileCenter) + offset; floor.transform.position = floorPos + FLOOR_OFFSET; } }