public void SaveHiredSoldiers() { List <BaseSoldier> soldiers = new List <BaseSoldier>(); for (int i = 0; i < UnitSlotsRO.Length; i++) { if (UnitSlotsRO[i] != null) { BaseSoldierData soldierData = UnitSlotsRO[i].UnitData; if (soldierData != null) { BaseSoldier soldier = new BaseSoldier(soldierData, Global.Instance.Player.City.GetSoldierUpgradesInfo(soldierData.Key).Level); soldier.TemplatePlace = UnitSlotsRO[i].Place; soldiers.Add(soldier); } } } Global.Instance.CurrentMission.SelectedSoldiers = new ArrayRO <BaseSoldier>(soldiers.ToArray()); UnitSlot[] slotTemplate = new UnitSlot[soldiers.Count]; for (int i = 0; i < slotTemplate.Count(); i++) { slotTemplate[i] = new UnitSlot(soldiers[i].TemplatePlace, soldiers[i].Data.Key); } Global.Instance.Player.Heroes.Current.Data.SlotTemplate = new ArrayRO <UnitSlot>(slotTemplate); }
public void SaveHiredSoldiers() { List<BaseSoldier> soldiers = new List<BaseSoldier>(); for (int i = 0; i < UnitSlotsRO.Length; i++) { if (UnitSlotsRO[i] != null) { BaseSoldierData soldierData = UnitSlotsRO[i].UnitData; if (soldierData != null) { BaseSoldier soldier = new BaseSoldier(soldierData, Global.Instance.Player.City.GetSoldierUpgradesInfo(soldierData.Key).Level); soldier.TemplatePlace = UnitSlotsRO[i].Place; soldiers.Add(soldier); } } } Global.Instance.CurrentMission.SelectedSoldiers = new ArrayRO<BaseSoldier>(soldiers.ToArray()); UnitSlot[] slotTemplate = new UnitSlot[soldiers.Count]; for (int i = 0; i < slotTemplate.Count(); i++) slotTemplate[i] = new UnitSlot(soldiers[i].TemplatePlace, soldiers[i].Data.Key); Global.Instance.Player.Heroes.Current.Data.SlotTemplate = new ArrayRO<UnitSlot>(slotTemplate); }