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); } }
// 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])); }