Esempio n. 1
0
 // 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;
 }
Esempio n. 2
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    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);
    }
Esempio n. 3
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 public void FDefPlayPicked(string sOffPlayName)
 {
     mPickPlayState = PICKPLAY_STATE.SBOTH_PICKED;
 }
Esempio n. 4
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 public void FOffPlayPicked(string sOffPlayName)
 {
     mPickPlayState = PICKPLAY_STATE.SDEFENSE;
     rPracUI.FRUN_DefPlaybook();
 }