void Start() { this.gameObject.SetActive(m_IsAvailable); // The piece is available only if it has been unlocked (bought in the shop) m_ScriptBoathouseManager = m_BoathousePanel.GetComponent <ScriptBoathouseManager> (); //Get the script which controls the whole boathouse menu m_Ship = m_ScriptBoathouseManager.m_SelectedShip; //Get the selected ship in the boathouse's script m_ScriptShip = m_Ship.GetComponent <ScriptShip> (); // Get the ship's script, useful to get it's caracteristics m_PieceNameField.text = m_PieceNameShown; }
//_______________________________________________________________________ // Use this for initialization void Start() { m_ScriptBoathouseManager = m_BoathousePanel.GetComponent <ScriptBoathouseManager>(); m_Ship = m_ScriptBoathouseManager.m_SelectedShip; m_ScriptShip = m_Ship.GetComponent <ScriptShip>(); m_EquipementName.text = m_ScriptShip.m_ArrayofEquipement[m_Index]; switch (m_Index) { case 0: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedSpecialist"); break; case 1: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement1"); break; case 2: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement2"); break; case 3: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement3"); break; case 4: if (m_ScriptShip.m_UltimateEquiped == true) { m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement4"); } else if (m_ScriptShip.m_UltimateEquiped == true) { m_NameofEquipement = PlayerPrefs.GetString("m_EquipedUltimate"); } break; } }
void Start() { m_ScriptBoathouseManager = m_BoathousePanel.GetComponent<ScriptBoathouseManager>(); m_Ship = m_ScriptBoathouseManager.m_SelectedShip; }
void Start() { m_ScriptBoathouseManager = m_BoathousePanel.GetComponent <ScriptBoathouseManager>(); m_Ship = m_ScriptBoathouseManager.m_SelectedShip; }
void Start() { this.gameObject.SetActive (m_IsAvailable);// The piece is available only if it has been unlocked (bought in the shop) m_ScriptBoathouseManager = m_BoathousePanel.GetComponent<ScriptBoathouseManager> ();//Get the script which controls the whole boathouse menu m_Ship = m_ScriptBoathouseManager.m_SelectedShip;//Get the selected ship in the boathouse's script m_ScriptShip = m_Ship.GetComponent<ScriptShip> ();// Get the ship's script, useful to get it's caracteristics m_PieceNameField.text = m_PieceNameShown; }
//_______________________________________________________________________ // Use this for initialization void Start() { m_ScriptBoathouseManager = m_BoathousePanel.GetComponent<ScriptBoathouseManager>(); m_Ship = m_ScriptBoathouseManager.m_SelectedShip; m_ScriptShip = m_Ship.GetComponent<ScriptShip>(); m_EquipementName.text = m_ScriptShip.m_ArrayofEquipement[m_Index]; switch (m_Index) { case 0: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedSpecialist"); break; case 1: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement1"); break; case 2: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement2"); break; case 3: m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement3"); break; case 4: if (m_ScriptShip.m_UltimateEquiped == true) { m_NameofEquipement = PlayerPrefs.GetString("m_EquipedEquipement4"); } else if (m_ScriptShip.m_UltimateEquiped == true) { m_NameofEquipement = PlayerPrefs.GetString("m_EquipedUltimate"); } break; } }