/// <summary> /// Pinta las sabanas que corresponda delante de la porteria /// </summary> public void PintarSabanas() { SabanasManager.TipoSabanaInidividual[] tiposSabanas = new SabanasManager.TipoSabanaInidividual[SabanasManager.NUM_MAX_SABANAS]; // F4KE: ejemplo de array de sabanas tiposSabanas[0] = SabanasManager.TipoSabanaInidividual.M; tiposSabanas[1] = SabanasManager.TipoSabanaInidividual.NONE; tiposSabanas[2] = SabanasManager.TipoSabanaInidividual.S; // llamar al manager de sabanas SabanasManager.instance.ShowSabanas(tiposSabanas); }
public ShooterMissionRound(Dictionary <string, object> roundData) : base(roundData) { if (roundData.ContainsKey("Bullseye")) { HasBullseye = true; bullseyeDesc = new BullseyeDesc((Dictionary <string, object>)roundData["Bullseye"]); } else { HasBullseye = false; } if (roundData.ContainsKey("Goalkeeper")) { HasGoalkeeper = true; GoalkeeperSkill = (float)(double)roundData["Goalkeeper"]; } else { HasGoalkeeper = false; } if (roundData.ContainsKey("Character")) { Character = InfoJugadores.instance.GetJugador((string)roundData["Character"]); } else { string[] porterosDefault = new string[] { "IT_PLY_GK_0002", "IT_PLY_GK_0003" }; Character = InfoJugadores.instance.GetJugador(porterosDefault[UnityEngine.Random.Range(0, porterosDefault.Length)]); } if (roundData.ContainsKey("Sheet")) { HasSheet = true; var sheetSectorDifficultiesList = (List <object>)roundData["Sheet"]; SheetSectorDifficulties = new SabanasManager.TipoSabanaInidividual[sheetSectorDifficultiesList.Count]; for (int i = 0; i < sheetSectorDifficultiesList.Count; ++i) { SheetSectorDifficulties[i] = GetSheetSectorDifficulty((string)sheetSectorDifficultiesList[i]); } } else { HasSheet = false; } CheckRoundCorrectness(); if (roundData.ContainsKey("Wall")) { HasWall = true; WallSize = (int)roundData["Wall"]; } else { HasWall = false; } }