public void SetUp(LocalPlayerProperty _data, int _i) { OnCreate?.Invoke(_i); rigid = gameObject.GetComponent <Rigidbody2D>(); listeners = gameObject.GetComponent <PhysicsControlListeners>(); actionController = gameObject.GetComponent <ActionController>(); SetUpLocalEvent(); dataIndex = _i; Head _newHead = Instantiate( Head.LoadHead(PlayerSlot.heads_res[(int)_data.playerProperty[CustomPropertyCode.HEAD_CDOE]].name).gameObject, head.transform.position, Quaternion.identity, head.transform.parent ).GetComponent <Head>(); Body _newBody = Instantiate( //Body.LoadBody(_data.playerProperty[CustomPropertyCode.BODY_CODE] as string).gameObject, Body.LoadBody(PlayerSlot.body_res[(int)_data.playerProperty[CustomPropertyCode.BODY_CODE]].name).gameObject, body.transform.position, Quaternion.identity, body.transform.parent ).GetComponent <Body>(); Destroy(head.gameObject); Destroy(body.gameObject); head = _newHead; body = _newBody; body.GetComponent <PlayerAttackControl>()._player = this; head.ApplyBuff(); //********Set Keys ***************** SetKey(_i); //set team Layer //gameObject.layer = LayerMask.NameToLayer("Player" + _data.playerProperty[CustomPropertyCode.TEAM_CODE]); gameObject.layer = LayerMask.NameToLayer("Player" + _data.playerProperty[CustomPropertyCode.TEAM_LAYER]); int _team_code = (int)_data.playerProperty[CustomPropertyCode.TEAM_CODE]; Debug.Log("set Team color " + CustomPropertyCode.TEAMCOLORS[_team_code] + " " + _team_code); //set team color head.GetComponent <SpriteRenderer>().color = CustomPropertyCode.TEAMCOLORS[_team_code]; body.GetComponent <SpriteRenderer>().color = CustomPropertyCode.TEAMCOLORS[_team_code]; //Landing animation (called by manager) //AddLanding(); //Test: //AddRevive(); }