Beispiel #1
0
    private void LoadPlayerParts()
    {
        partIndices = new int[types.Count];

        for (int i = 0; i < (types.Count); i++)
        {
            partIndices[i] = GlobalPlayer.IndexForType(types[i]);
        }
    }
Beispiel #2
0
    public void SetPartForType(PartType type)
    {
        Transform partTransform = null;

        switch (type)
        {
        case PartType.Body:
            partTransform = body;
            break;

        case PartType.Eyes:
            partTransform = eyes;
            break;

        case PartType.Hat:
            partTransform = hat;
            break;

        case PartType.Head:
            partTransform = head;
            break;

        case PartType.Mouth:
            partTransform = mouth;
            break;

        case PartType.Mustache:
            partTransform = mustache;
            break;

        case PartType.Weapon:
            partTransform = weapon;
            break;

        default:
            partTransform = null;
            break;
        }

        if (partTransform == null || GlobalPlayer.IndexForType(type) == -1)
        {
            return;
        }

        // Destroy children of current part
        foreach (Transform part in partTransform)
        {
            Destroy(part.gameObject);
        }

        bool drawPart = true;

        // Instantiate new children in parent GameObject if the object is not empty (hat, weapon, etc)
        switch (type)
        {
        case PartType.Hat:
        case PartType.Weapon:
        case PartType.Mustache:
            if (GlobalPlayer.IndexForType(type) == 0)
            {
                drawPart = false;
            }
            break;
        }

        if (drawPart)
        {
            Instantiate(
                inventory.partForTypeIndex(type, GlobalPlayer.IndexForType(type)),
                partTransform,
                false);
        }
    }