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public void OffOrOpenRegionClick(bool turn) { for (int i = 0; i < allRegion.Count; i++) { allRegion[i].CloseThisObjectClickable(true); } if (turn) { for (int i = 0; i < allRegion.Count; i++) { if (allRegion[i].attackerID != "") { if (allRegion[i].attackerID != GameManager.Instance.activeUser.steamid) { allRegion[i].clickable = false; for (int j = 0; j < allRegion[i].canAttack.Count; j++) { Region newRegions = allRegion[i].canAttack[j].GetComponent<Region>(); if (newRegions.attackerID == "") { newRegions.SetTurn(false); newRegions.CloseThisObjectClickable(false); for (int k = 0; k < newRegions.canAttack.Count; k++) { newRegions.canAttack[k].GetComponent<Region>().SetTurn(false); newRegions.canAttack[k].GetComponent<Region>().CloseThisObjectClickable(false); } } } } else { allRegion[i].SetTurn(false); } } } } else { for (int i = 0; i < allRegion.Count; i++) { allRegion[i].CloseThisObjectClickable(true); allRegion[i].SetTurn(false); } } } public void ChooseTreeArea(bool turn) { if (turn) { for (int i = 0; i < allRegion.Count; i++) { if (allRegion[i].attackerID == "") { allRegion[i].SetAllObjectVisible(false); allRegion[i].SetTurn(false); } } for (int i = 0; i < allRegion.Count; i++) { if (allRegion[i].attackerID == GameManager.Instance.activeUser.steamid) { allRegion[i].SetTurn(false); allRegion[i].SetAllObjectVisible(true); List<Region> canAttackableRegions = new List<Region>(); for (int j = 0; j < allRegion[i].canAttack.Count; j++) { Region newRegions = allRegion[i].canAttack[j].GetComponent<Region>(); newRegions.SetTurn(true); newRegions.CloseThisObjectClickable(true); GameObject newArrow = Instantiate(ServiceProvider.GetPrefabLibrary.arrowPrefab); newArrow.GetComponent<ArrowRenderer>().SetPositions( allRegion[i].gameObject.transform.Find("CreatePoint").transform.position, newRegions.gameObject.transform.Find("CreatePoint").transform.position); newArrow.SetActive(false); canAttackableRegions.Add(newRegions); newRegions.arrow = newArrow; } float zPos = (allRegion[i].transform.position.z - 1); LeanTween.move(Camera.main.gameObject, new Vector3(allRegion[i].transform.position.x, 5.63f, zPos), 0.6f).setDelay(1.5f).setOnStart( () => { CameraMovement.Instance.CanMove = false; }).setOnComplete( () => { foreach (Region items in canAttackableRegions) { items.arrow.SetActive(true); } }); break; } } } else { for (int i = 0; i < allRegion.Count; i++) { allRegion[i].CloseThisObjectClickable(true); allRegion[i].SetTurn(false); } } } public void ChooseAttack(bool turn) { for (int i = 0; i < allRegion.Count; i++) { if (allRegion[i].attackerID != GameManager.Instance.activeUser.steamid) { allRegion[i].SetAllObjectVisible(false); } else { allRegion[i].SetAllObjectVisible(true); } allRegion[i].SetTurn(false); } if (turn) { for (int i = 0; i < allRegion.Count; i++) { if (allRegion[i].attackerID == GameManager.Instance.activeUser.steamid) { for (int j = 0; j < allRegion[i].canAttack.Count; j++) { if (allRegion[i].canAttack[j].GetComponent<Region>().attackerID != GameManager.Instance.activeUser.steamid) { allRegion[i].canAttack[j].GetComponent<Region>().SetTurn(true); allRegion[i].canAttack[j].GetComponent<Region>().CloseThisObjectClickable(true); } } } } } else { for (int i = 0; i < allRegion.Count; i++) { allRegion[i].CloseThisObjectClickable(true); allRegion[i].SetTurn(false); } } }
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