public int PlayersByRole(Role.RoleStates roleStates) { int count = 0; for (int i = 0; i < PlayerList.Count; i++) { if (PlayerList[i].GetPartition().CurrentRole.RoleState == roleStates) { count++; } } return(count); }
public void LoopAnimMalediction() { // choisit un role à maudir randomRoleState = (Role.RoleStates)Random.Range(0, 3); // on regarde si les joueurs sont actuellement sur ce role foreach (Player playerMaudit in PlayerManager.Instance.GetPlayers()) { Partition partition = playerMaudit.GetPartition(); Role.RoleStates currentRole = partition.CurrentRole.RoleState; Vector3 CadrePosition = partition.BackgroundSprite.transform.position; if (currentRole == randomRoleState) { partition.CadreMaudit.gameObject.SetActive(true); //partitionsMaudites.Add(partition.partitionId); } } }