void Down(int index) { if (index >= prop.cars.Length - 1) { return; } playerCars.Clear(); playerCars.AddRange(prop.cars); // foreach(HR_PlayerCars.Cars qwe in playerCars) // Debug.Log(qwe.playerCar.name); HR_PlayerCars.Cars currentCar = playerCars [index]; HR_PlayerCars.Cars nextCar = playerCars [index + 1]; playerCars.RemoveAt(index); playerCars.Insert(index, nextCar); playerCars.RemoveAt(index + 1); playerCars.Insert(index + 1, currentCar); prop.cars = playerCars.ToArray(); PlayerPrefs.SetInt("SelectedPlayerCarIndex", 0); }
void AddNewCar() { playerCars.Clear(); playerCars.AddRange(prop.cars); HR_PlayerCars.Cars newCar = new HR_PlayerCars.Cars(); playerCars.Add(newCar); prop.cars = playerCars.ToArray(); PlayerPrefs.SetInt("SelectedPlayerCarIndex", 0); }
void Up(int index) { if (index <= 0) { return; } playerCars.Clear(); playerCars.AddRange(prop.cars); HR_PlayerCars.Cars currentCar = playerCars [index]; HR_PlayerCars.Cars previousCar = playerCars [index - 1]; playerCars.RemoveAt(index); playerCars.RemoveAt(index - 1); playerCars.Insert(index - 1, currentCar); playerCars.Insert(index, previousCar); prop.cars = playerCars.ToArray(); PlayerPrefs.SetInt("SelectedPlayerCarIndex", 0); }