public void SignNewUnit(int unitID) { Sprite unitsprite = IdentificationParams.GetUnitFromId(unitID).GetComponent <SpriteRenderer>().sprite; unitsBlocks[chooseTurn + 3].sprite = unitsprite; chooseTurn++; isLockChoose = false; }
void Start() { IdentificationParams.GetUnitFromId(1); Units = IdentificationParams.unitsArray; UnitCount = Units.Length; GetUnitInfo(); IdentificationParams.GetWeaponFromId(1); Weapons = IdentificationParams.weaponsArray; WeaponCount = Weapons.Length; GetWeaponInfo(); }
public void GetUnitArray(string msg) { InfoText = (Resources.Load("InfoMarcer/HitInfo") as GameObject).GetComponent <TextMeshPro> (); marcerElement.gameObject.SetActive(false); for (int i = 0; i < 40; i++) { _marcerPool[i] = Instantiate(marcerElement); } marcerElement.gameObject.SetActive(true); string[] lines = msg.Remove(0, 5).Split('#'); string[] allValue = lines[0].Split(':'); teamASize = Convert.ToInt32(allValue[0]); teamBSize = Convert.ToInt32(allValue[1]); CreateLists(); GridABS.CreateGrid(); for (int i = 1; i < lines.Length; i++) { string[] line = lines[i].Split(':'); Instantiate(IdentificationParams.GetUnitFromId(Convert.ToInt32(line[0])), ElementsInGame[i - 1].transform); Instantiate(IdentificationParams.GetWeaponFromId(Convert.ToInt32(line[1])), ElementsInGame[i - 1].transform); } InstantiateUnitTeams(); }