if(systemListConstructor.systemList[selectedSystem].planetsInSystem[selectedPlanet].planetColonised == true)
{
NGUITools.SetActive(scrollviewWindow, true); //Display the scrollview
Vector3 position
= new Vector3
(planetElementList
[selectedPlanet
].spriteObject.transform.position.x - 0
.5f,
//Move it to an easy to see position planetElementList[selectedPlanet].spriteObject.transform.position.y,
planetElementList[selectedPlanet].spriteObject.transform.position.z);
scrollviewWindow.transform.position = position;
scrollviewWindow.GetComponent<UIScrollView> ().Scroll (Time.deltaTime); //How does this even work?
for(int i = 0; i < techTreeScript.listOfImprovements.Count; ++i)
{
if(techTreeScript.listOfImprovements[i].hasBeenBuilt == true || techTreeScript.listOfImprovements[i].improvementLevel > techTreeScript.techTier
|| techTreeScript.listOfImprovements[i].improvementCategory == enemyOneTurnScript.playerRace
|| techTreeScript.listOfImprovements[i].improvementCategory == enemyTwoTurnScript.playerRace)
{
if(improvementsList[i].activeInHierarchy == true)
{
NGUITools.SetActive(improvementsList[i], false); //If tech has been built it doesnt need to be shown in the scrollview
}
continue;
}
NGUITools.SetActive(improvementsList[i], true); //If tech has not been built, set it to active so it can be shown in the scrollview
scrollviewWindow.GetComponent<UIGrid> ().Reposition (); //Reposition grid contents
scrollviewWindow.GetComponent<UIScrollView>().ResetPosition(); //Reset scrollview position
}
}