new void Awake() { base.Awake(); playerModel = FindObjectOfType <V_PlayerTemplate>(); UIController.IfClick_GoTo(chargeBtn, BuyCredit); }
void SetTeams(bool autoSelectTeamMembers, V_PlayerTemplate player) { if (teamSelectionIsNotFinished) { // adding players by filling the blueTeam first and then the redTeam if (autoSelectTeamMembers) { if (blueTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode)) { blueTeam.Add(ReturnPlayerFromPrefab(player)); } else { if (redTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode)) { redTeam.Add(ReturnPlayerFromPrefab(player)); } else { teamSelectionIsNotFinished = false; } } } else // if autoSelectTeamMembers is not selected, then we go to shuffle mode!!! { int tmpI = Random.Range(0, 1); if (tmpI == 0) { if (blueTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode)) { blueTeam.Add(ReturnPlayerFromPrefab(player)); } else if (redTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode)) { redTeam.Add(ReturnPlayerFromPrefab(player)); } else { teamSelectionIsNotFinished = false; } } else { if (redTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode)) { redTeam.Add(ReturnPlayerFromPrefab(player)); } else if (blueTeam.Count < ReturnMaxPlayersforEachTeam(LobbyManager.currentRoom.playerMode)) { blueTeam.Add(ReturnPlayerFromPrefab(player)); } else { teamSelectionIsNotFinished = false; } } } } }
private GameObject ReturnPlayerFromPrefab(V_PlayerTemplate player) { GameObject tmpObj = Instantiate(playerPrefab); V_PlayerTemplate tmpPlayer; tmpObj.AddComponent <V_PlayerTemplate>(); tmpPlayer = tmpObj.GetComponent <V_PlayerTemplate>(); tmpPlayer = player; return(tmpObj); }
// methods public new void Awake() { base.Awake(); // #revision : do something about the player try { playerModel = FindObjectOfType <V_PlayerTemplate>(); upgradeView = FindObjectOfType <V_WeaponUpgradeView>(); pool = FindObjectOfType <V_ObjectPool>(); } catch (System.Exception err) { print(err.Message); throw; } UIController.IfClick_GoTo(UIController.backButton, () => UIController.GoFrom_To(UIController.currentPanel, UIController.LobbyPanel)); UIController.IfClick_GoTo(playerDetailsBtn, ShowPlayerDetailsOnWebView); UIController.IfClick_GoTo(pistolBtn, () => UIController.Enable_DisableUI(pistolPanel.transform.parent.gameObject, assaultPanel.transform.parent.gameObject, snipePanel.transform.parent.gameObject, shotgunPanel.transform.parent.gameObject)); UIController.IfClick_GoTo(assaultBtn, () => UIController.Enable_DisableUI(assaultPanel.transform.parent.gameObject, pistolPanel.transform.parent.gameObject, snipePanel.transform.parent.gameObject, shotgunPanel.transform.parent.gameObject)); UIController.IfClick_GoTo(snipeBtn, () => UIController.Enable_DisableUI(snipePanel.transform.parent.gameObject, pistolPanel.transform.parent.gameObject, assaultPanel.transform.parent.gameObject, shotgunPanel.transform.parent.gameObject)); UIController.IfClick_GoTo(shotGunBtn, () => UIController.Enable_DisableUI(shotgunPanel.transform.parent.gameObject, assaultPanel.transform.parent.gameObject, pistolPanel.transform.parent.gameObject, snipePanel.transform.parent.gameObject)); }
// methods void Awake() { playerModel = FindObjectOfType <V_PlayerTemplate>(); }