protected override void Read(OnlineReader Sender)
        {
            LocalPlayerIndex = Sender.ReadByte();

            int ArraySquadLength = Sender.ReadInt32();

            ArrayNewSquad = new SquadLoadout[ArraySquadLength];
            for (int S = 0; S < ArraySquadLength; ++S)
            {
                int           UnitsInSquad = Sender.ReadInt32();
                UnitLoadout[] ArrayNewUnit = new UnitLoadout[UnitsInSquad];
                for (int U = 0; U < UnitsInSquad; ++U)
                {
                    string UnitTypeName = Sender.ReadString();
                    string RelativePath = Sender.ReadString();

                    int      ArrayCharacterLength = Sender.ReadInt32();
                    string[] ArrayNewCharacter    = new string[UnitsInSquad];
                    for (int C = 0; C < ArrayCharacterLength; ++C)
                    {
                        ArrayNewCharacter[C] = Sender.ReadString();
                    }

                    ArrayNewUnit[S] = new UnitLoadout(UnitTypeName, RelativePath, ArrayNewCharacter);
                }

                ArrayNewSquad[S] = new SquadLoadout(ArrayNewUnit);
            }
        }
Exemple #2
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    // Use this for initialization
    void Awake()
    {
        Instace = this;

        weaponlist = new WeaponList();

        Squadloadout = new SquadLoadout();

        squadlist = new List <Squad>();

        SpawnPointList = new List <GameObject>();

        AddSquad(new Squad(2, squadlist.Count, "Team_0", Squadloadout.LoadOut[0]));
    }