public void BeginSelection(int _iPlayerSelectingFor, int _iChrSelectingFor, System.Action _fnOnSelectionComplete, LoadoutManager.Loadout loadoutToStart) { iPlayerSelectingFor = _iPlayerSelectingFor; iChrSelectingFor = _iChrSelectingFor; fnOnSelectionComplete = _fnOnSelectionComplete; txtLabel.text = string.Format("Loadout for {0}", CharType.GetChrName(ChrTypeSelectingFor())); //Initialize the saved loadouts dropdown InitSavedLoadoutsDropdown(); //Need to initialize the loadout selector with whatever loadout is currently defined for this character in matchsetup InitWithLoadout(loadoutToStart); }
public void SetChrInSlot(CharType.CHARTYPE _chrInSlot) { chrInSlot = _chrInSlot; if (chrInSlot == CharType.CHARTYPE.LENGTH) { SetEmptySlot(); return; } string sChrName = CharType.GetChrName(chrInSlot); txtChrNameLabel.text = sChrName; //For some reason, setting the overrideSprite (rather than the normal sprite) works here. Unity is dumb imgPortrait.overrideSprite = Resources.Load("Images/Chrs/" + sChrName + "/img" + sChrName + "neutral", typeof(Sprite)) as Sprite; //LibView.AssignSpritePathToObject("Images/Chrs/" + sChrName + "/img" + sChrName + "neutral", this.gameObject); }
// Used to initiallize information fields of the Chr // Call this after creating to set information public void InitChr(CharType.CHARTYPE _chartype, Player _plyrOwner, int _id, LoadoutManager.Loadout loadout) { chartype = _chartype; sName = CharType.GetChrName(chartype); plyrOwner = _plyrOwner; id = _id; globalid = id + plyrOwner.id * Player.MAXCHRS; RegisterChr(this); //Initialize this character's disciplines based on their chartype InitDisciplines(); //Initialize any loadout-specific qualities of the character InitFromLoadout(loadout); view.Init(); }
public void LogCharacterSelections(int iPlayer) { for (int iChr = 0; iChr < Player.MAXCHRS; iChr++) { CharType.CHARTYPE chartype = NetworkMatchSetup.GetCharacterSelection(iPlayer, iChr); WriteToMatchLogFile(string.Format("cs:{0}:{1}:{2}:{3}", iPlayer, iChr, (int)chartype, CharType.GetChrName(chartype))); } }