void ChangeCloth() { SoldierProperty proper = (gameObject.PropertyComponent() as SoldierProperty); Material m = null; if (team != PunTeams.Team.none) { if (team == PhotonNetwork.player.GetTeam()) { m = proper.soldier_blue; } else { m = proper.soldier_red; } transform.GetChild(1).GetComponent <SkinnedMeshRenderer> ().material = m; } }
public static List <SoldierProperty> LoadDatas() { CSVFile csvFile = new CSVFile(); csvFile.Open(csvFilePath); List <SoldierProperty> dataList = new List <SoldierProperty>(); for (int i = 0; i < csvFile.mapData.Count; i++) { SoldierProperty data = new SoldierProperty(); int.TryParse(csvFile.mapData[i].data[0], out data.id); data.name = csvFile.mapData[i].data[1]; data.soldier = csvFile.mapData[i].data[2]; data.needLaboratoryLevel = csvFile.mapData[i].data[3]; int.TryParse(csvFile.mapData[i].data[4], out data.trainMagicCost); data.healthProperty = csvFile.mapData[i].data[5]; data.attackValue = csvFile.mapData[i].data[6]; int.TryParse(csvFile.mapData[i].data[7], out data.magicCost); int.TryParse(csvFile.mapData[i].data[8], out data.oilCost); int.TryParse(csvFile.mapData[i].data[9], out data.timeCost); dataList.Add(data); } return(dataList); }