using System.Collections.Generic; using Framework; using Gameplay.Area; using Gameplay.Character; using Gameplay.Common; using Gameplay.Unit; using UnityEngine; namespace Gameplay.Level { public partial class Level { public MapData.Region GetFallbackRegion(int troopId) { var fallbackRegionId = Constants.INVALID_ID; switch (troopId) { case ETroopsId.Self: fallbackRegionId = _levelData.fallbackRegionId; break; case ETroopsId.Enemy1: case ETroopsId.Enemy2: fallbackRegionId = _levelData.enemyFallbackRegionId; break; default: fallbackRegionId = _levelData.fallbackRegionId; break; } if (ValueValidator.IsIdValid(fallbackRegionId)) { return _map.MapData.GetRegion(fallbackRegionId); } return null; } public void ShowUnitAroundRegion(GameUnit unit, bool isNeedShow) { var positions = AreaManager.instance.GetCellIndexsAround(unit.transData.cellIndex, 1); _map.SetBlocksColor(positions, isNeedShow, MapUtils.GetRGBAColor("FF960072")); } } }