public void NextPlayerNumberBtn() { PlayerCamera.pn++; if (PlayerCamera.pn >= SelectCharacterManager.GetInstance().GetPlayerCount()) { PlayerCamera.pn = 0; } }
public void SetInfo() // 플레이어 정보 설정하는 함수 { for (int i = 0; i < SelectCharacterManager.GetInstance().GetPlayerCount(); i++) // 인원수 만큼 반복 // 태그 설정 : Player1, Player2... { _players[i].tag = "Player"; // 이름 설정 : Player1(logcat) _players[i].name = _players[i].tag + "(" + SelectCharacterManager.GetInstance().GetCharcaterCollections(SelectCharacterManager.GetInstance().GetSelectCharacterIndex(i)) + ")"; } }
private static SelectCharacterManager _instance; // 7~20라인 싱글톤 public static SelectCharacterManager GetInstance() { if (_instance == null) { _instance = FindObjectOfType <SelectCharacterManager>(); if (_instance == null) { GameObject container = new GameObject("SelectCharacterManager"); _instance = container.AddComponent <SelectCharacterManager>(); } } return(_instance); }
GameObject[] _players; // 게임 플레이하는 플레이어를 저장할 배열 void Start() { _players = new GameObject[SelectCharacterManager.GetInstance().GetPlayerCount()]; // Instantiate: (원본, 위치, 방향) // Instantiate(리소스폴더에 있는 Prefabs/player/경로로 들어가 4개의 캐릭터들 중 플레이어가 선택한 캐릭터로 게임 오브젝트를 가져온다. for (int i = 0; i < _players.Length; i++) { _players[i] = Instantiate(Resources.Load("Prefabs/player/" + SelectCharacterManager.GetInstance() .GetCharcaterCollections(SelectCharacterManager.GetInstance() .GetSelectCharacterIndex(i))) , new Vector3(0, 0, 0) , Quaternion.identity) as GameObject; } Arrange(); // 플레이어 위치 설정 SetInfo(); // 플레이어 정보 설정 }