using TMPro; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class Territory : MonoBehaviour, IPointerDownHandler { private Vector3 upperCorner; public BoundsInt area; public GameObject windowPrefab; public int crystalsAmount; private SpriteRenderer sr; private void Start() { sr = GetComponent(); Bounds bounds = GetComponent().bounds; upperCorner = new Vector3(transform.position.x, bounds.min.y); Vector3Int cellPosition = BuildingSystem.current.gridLayout.LocalToCell(upperCorner); area.position = cellPosition + new Vector3Int(1, 1, 0); BuildingSystem.current.LockTerritory(area); Deselect(); } public void OnPointerDown(PointerEventData eventData) { GameObject holder = Instantiate(windowPrefab, GameManager.current.canvas.transform); Transform window = holder.transform.GetChild(0); holder.GetComponent