//private void OnApplicationQuit() //{ // Debug.Log("Do OnApplicationQuit"); // int length = playerSelectedFightInfoPairs.Count; // Player[] players = new Player[length]; // playerSelectedFightInfoPairs.Keys.CopyTo(players, 0); // foreach (Player tempPlayer in players) // { // //PlayerInputInfo.SavePlayerInputConfig(tempPlayer); // Player.SavePlayerInputConfig(tempPlayer); // } //} public void SpawFighters() { int dicCount = playerSelectedFightInfoPairs.Count; Player[] keys = new Player[dicCount]; playerSelectedFightInfoPairs.Keys.CopyTo(keys, 0); FighterSpawInfo[] values = new FighterSpawInfo[dicCount]; playerSelectedFightInfoPairs.Values.CopyTo(values, 0); for (int i = 0; i < dicCount; i++) { Player thisPlayer = keys[i]; FighterSpawInfo thisFighterInfo = values[i]; Vector3 position = Vector3.right * (-3 + 6 * i); GameObject tempFighterGO = Instantiate(fighterPrefab, position, Quaternion.identity); tempFighterGO.name = thisFighterInfo.fighterName; FightInput input = tempFighterGO.GetComponent <FightInput>(); input.inputInfo = thisPlayer.playerInputInfo; SkillManager tempFighterSkillManager = tempFighterGO.GetComponent <SkillManager>(); tempFighterSkillManager.testSkillTypes = thisFighterInfo.skillTypeNames; FighterAttributesManager tempFighterAttrManager = tempFighterGO.GetComponent <FighterAttributesManager>(); tempFighterAttrManager.fighterAttr = thisFighterInfo.fighterAttr; playerFighterInsPairs.Add(thisPlayer, tempFighterGO); } }
public static void SelectFighter(Player player, FighterSpawInfo selectedFighterInfo) { playerSelectedFightInfoPairs.Add(player, selectedFighterInfo); }