public Texture setCareerImg(C_Type career, string _faction) { // Set the Career image for the character all factions if (_faction == "US") { switch (career) { case Character.C_Type.InfantryMan: C_Image = CharacterManager.characterManager.USInf; break; case Character.C_Type.Para: C_Image = CharacterManager.characterManager.USPara; break; case Character.C_Type.Recon: C_Image = CharacterManager.characterManager.USRecon; break; case Character.C_Type.TankMan: C_Image = CharacterManager.characterManager.USTank; break; case Character.C_Type.Pilot: C_Image = CharacterManager.characterManager.USPilot; break; case Character.C_Type.General: C_Image = CharacterManager.characterManager.USGeneral; break; } } else if (_faction == "GERMANY") { switch (career) { case Character.C_Type.InfantryMan: C_Image = CharacterManager.characterManager.GERMInf; break; case Character.C_Type.Para: C_Image = CharacterManager.characterManager.GERMPara; break; case Character.C_Type.Recon: C_Image = CharacterManager.characterManager.GERMRecon; break; case Character.C_Type.TankMan: C_Image = CharacterManager.characterManager.GERMTank; break; case Character.C_Type.Pilot: C_Image = CharacterManager.characterManager.GERMPilot; break; case Character.C_Type.General: C_Image = CharacterManager.characterManager.GERMGeneral; break; } } else if (_faction == "SOVIET") { switch (career) { case Character.C_Type.InfantryMan: C_Image = CharacterManager.characterManager.SOVInf; break; case Character.C_Type.Para: C_Image = CharacterManager.characterManager.SOVPara; break; case Character.C_Type.Recon: C_Image = CharacterManager.characterManager.SOVRecon; break; case Character.C_Type.TankMan: C_Image = CharacterManager.characterManager.SOVTank; break; case Character.C_Type.Pilot: C_Image = CharacterManager.characterManager.SOVPilot; break; case Character.C_Type.General: C_Image = CharacterManager.characterManager.SOVGeneral; break; } } //UIUpdate (); CharacterManager.characterManager.DisplayCharacter(_faction); return(C_Image); }
// switch carreer public void SwitchCareer(string _faction, string _newCareer, bool _gold) { if (_gold == true) { if (GameControl.control.CheckCurrency(GameControl.control.Gold, CostAndPrices.CAP.CareerUpdateGold) == false) { return; } GameControl.control.Gold -= CostAndPrices.CAP.CareerUpdateGold; } else { if (GameControl.control.CheckCurrency(GameControl.control.Credits, CostAndPrices.CAP.CareerUpdateCred) == false) { return; } GameControl.control.Credits -= CostAndPrices.CAP.CareerUpdateCred; } C_Type current = Type; if (current == C_Type.InfantryMan) { FactionManager.control.Factions [_faction].TotalOwnedCharInf -= 1; } else if (current == C_Type.Para) { FactionManager.control.Factions [_faction].TotalOwnedCharPar -= 1; } else if (current == C_Type.Recon) { FactionManager.control.Factions [_faction].TotalOwnedCharRec -= 1; } else if (current == C_Type.TankMan) { FactionManager.control.Factions [_faction].TotalOwnedCharTan -= 1; } else if (current == C_Type.Pilot) { FactionManager.control.Factions [_faction].TotalOwnedCharPil -= 1; } if (_faction == "US") { Debug.Log("switch career usa " + _newCareer); if (_newCareer == "Infantry") { Type = C_Type.InfantryMan; FactionManager.control.Factions [_faction].TotalOwnedCharInf += 1; setCareerImg(Type, _faction); } else if (_newCareer == "Para") { Type = C_Type.Para; FactionManager.control.Factions [_faction].TotalOwnedCharPar += 1; setCareerImg(Type, _faction); } else if (_newCareer == "Recon") { Type = C_Type.Recon; FactionManager.control.Factions [_faction].TotalOwnedCharRec += 1; setCareerImg(Type, _faction); } else if (_newCareer == "TankMan") { Type = C_Type.TankMan; FactionManager.control.Factions [_faction].TotalOwnedCharTan += 1; setCareerImg(Type, _faction); } else if (_newCareer == "Pilot") { Type = C_Type.Pilot; FactionManager.control.Factions [_faction].TotalOwnedCharPil += 1; setCareerImg(Type, _faction); } } else if (_faction == "GERMANY") { Debug.Log("switch career Germany " + _newCareer); if (_newCareer == "Infantry") { Type = C_Type.InfantryMan; setCareerImg(Type, _faction); } else if (_newCareer == "Para") { Type = C_Type.Para; setCareerImg(Type, _faction); } else if (_newCareer == "Recon") { Type = C_Type.Recon; setCareerImg(Type, _faction); } else if (_newCareer == "TankMan") { Type = C_Type.TankMan; setCareerImg(Type, _faction); } else if (_newCareer == "Pilot") { Type = C_Type.Pilot; setCareerImg(Type, _faction); } } else if (_faction == "SOVIET") { Debug.Log("switch career Soviet " + _newCareer); if (_newCareer == "Infantry") { Type = C_Type.InfantryMan; setCareerImg(Type, _faction); } else if (_newCareer == "Para") { Type = C_Type.Para; setCareerImg(Type, _faction); } else if (_newCareer == "Recon") { Type = C_Type.Recon; setCareerImg(Type, _faction); } else if (_newCareer == "TankMan") { Type = C_Type.TankMan; setCareerImg(Type, _faction); } else if (_newCareer == "Pilot") { Type = C_Type.Pilot; setCareerImg(Type, _faction); } } //CharacterManager.characterManager.DisplayCharacter (_faction); //UIUpdate (); CharacterManager.characterManager.ShowChar(this.CharPanel, this, this.Faction.ToString()); //CharacterManager.characterManager.DisplayCharacter (_faction); }