コード例 #1
0
    public void SignNewUnit(int unitID)
    {
        Sprite unitsprite = IdentificationParams.GetUnitFromId(unitID).GetComponent <SpriteRenderer>().sprite;

        unitsBlocks[chooseTurn + 3].sprite = unitsprite;
        chooseTurn++;
        isLockChoose = false;
    }
コード例 #2
0
    void Start()
    {
        IdentificationParams.GetUnitFromId(1);
        Units     = IdentificationParams.unitsArray;
        UnitCount = Units.Length;
        GetUnitInfo();

        IdentificationParams.GetWeaponFromId(1);
        Weapons     = IdentificationParams.weaponsArray;
        WeaponCount = Weapons.Length;
        GetWeaponInfo();
    }
コード例 #3
0
    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();
    }