// For now, delete everything from the scene, and that's it. private void RUN_PostPlay() { PRAC_Ath[] athletes = FindObjectsOfType <PRAC_Ath>(); for (int i = 0; i < athletes.Length; i++) { Destroy(athletes[i].gameObject); } FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SINACTIVE; rPracUI.FRUN_OffPlaybook(); mState = PRAC_STATE.SPICK_PLAY; mPickPlayState = PICKPLAY_STATE.SOFFENSE; }
void Start() { cPlaySetter = GetComponent <PRAC_SetUpPlay>(); cShowDefence = GetComponent <PRAC_ShowDefense>(); mState = PRAC_STATE.SPOST_PLAY; mPreSnapState = PRESNAP_STATE.SREADYTOSNAP; mPickPlayState = PICKPLAY_STATE.SOFFENSE; IO_PlayList.FLOAD_PLAYS(); IO_DefPlays.FLOAD_PLAYS(); IO_ZoneList.FLOAD_ZONES(); IO_RouteList.FLOAD_ROUTES(); PRS_AssignMan.FLOAD_PRIORITIES(); // Won't affect the build, but will affect the editor. IO_Settings.FLOAD_SETTINGS(); // IO_RouteList.FCONVERT_TO_TEXT_FILES(); // IO_PlayList.FCONVERT_TO_TEXT_FILES(); // IO_DefPlays.FCONVERT_TO_TEXT_FILES(); // IO_ZoneList.FCONVERT_TO_TEXT_FILES(); MN_PauseScreen.SetActive(false); }
public void FDefPlayPicked(string sOffPlayName) { mPickPlayState = PICKPLAY_STATE.SBOTH_PICKED; }
public void FOffPlayPicked(string sOffPlayName) { mPickPlayState = PICKPLAY_STATE.SDEFENSE; rPracUI.FRUN_DefPlaybook(); }