// Use this for initialization void Awake() { TankYatu = GameObject.Find("TankYatu").GetComponent <TankYatuManager>(); switch (this.gameObject.transform.tag) { case "Player1": playerNo = 0; angle = 90; tanktag = "Player1"; break; case "Player2": playerNo = 1; angle = -90; tanktag = "Player2"; break; case "Player3": playerNo = 2; angle = 90; tanktag = "Player3"; break; case "Player4": playerNo = 3; angle = -90; tanktag = "Player4"; break; } if (playerNo < (GameManager.playNo)) { TankMasterTable tanktable; tanktable = new TankMasterTable(); tanktable.Load(); CharaMasterTable charatable; charatable = new CharaMasterTable(); charatable.Load(); IsSurvival = true; CharaMaster CharaData = charatable.All[GameManager.Chara[playerNo]]; TankData = tanktable.All[GameManager.Tank[playerNo]]; TankHP = (TankData.Hp * 2 + CharaData.Hp) * magHP; MaxHP = TankHP; TankAttack = (TankData.Attack * 2 + CharaData.Attack) * magAttack; TankTurning = (TankData.Turning * 2 + CharaData.Turning) * magTurning; TankSpeed = (TankData.Speed * 2 + CharaData.Speed) * magSpeed; TankRe = (TankData.Reload * 2 + CharaData.Reload) * magRe; CharaID = CharaData.ID; obj = (GameObject)Instantiate(Tank[GameManager.Tank[playerNo]], transform.position, Quaternion.identity); obj.transform.parent = this.transform; obj.tag = (tanktag); obj.layer = LayerMask.NameToLayer((playerNo + 1) + "p"); var tankobj = obj.GetComponent <Tank>(); tankobj.angl = angle; } }
private void SetCharaData() { UserCharaRecord selectedCharaRecord = SaveManager.Instance.save.GetSelectUserCharaRecord(); CharaMaster charaMaster = SearchCharaMaster(selectedCharaRecord.charaId); m_charaMng.SetCharaData(charaMaster, selectedCharaRecord); }
public void SetCharaData(CharaMaster _master, UserCharaRecord _record) { m_model.SetCharaData(_master, _record); m_view.SetCharaData(_record); }
public void SetCharaData(CharaMaster _master, UserCharaRecord _record) { m_master = _master; m_charaRecord = _record; }
public void SetCharaData(CharaMaster _master, UserCharaRecord _record) { m_controller.SetCharaData(_master, _record); m_updatedStatusTime = Time.deltaTime; m_updatedAnimTime = Time.deltaTime; }