public void RemoveCharacter(PlayerData character) { for (int i = 0; i < CharacterStatControllers.Count; i++) { if(character.CharacterData == CharacterStatControllers[i].CharacterData) { // A bouger dans la réserve ultimement CharacterStatControllers.RemoveAt(i); CharacterGrowths.RemoveAt(i); CharacterEquipement.RemoveAt(i); } } }
public void AddCharacter(PlayerData character) { CharacterStatControllers.Add(new CharacterStatController(character.CharacterData)); CharacterGrowths.Add(new CharacterGrowthController(character.CharacterGrowth, CharacterStatControllers[CharacterStatControllers.Count-1])); CharacterEquipement.Add(new CharacterEquipementController(character.WeaponEquipped, character.WeaponLevels, CharacterStatControllers[CharacterStatControllers.Count - 1], CharacterGrowths[CharacterGrowths.Count - 1])); }
// public CharacterSlot Slot { // get { // return slot; // } // set { // slot = value; // } // } private void OnEnable() { equipement = gameObject.GetComponent <CharacterEquipement>(); Debug.LogFormat("{0} weapon {1}", name, equipement.GetWeapon()); SetWeapon(equipement.GetWeapon()); }