/// <summary> /// /// </summary> void GetPrefabs() { PlayerClass = PlayerClass.GetSavePlayerClass(); #if CLASS_CUSTOMIZER PlayerClass = bl_ClassManager.Instance.m_Class; #endif UIReferences.OnChangeClass(PlayerClass); }
/// <summary> /// Use for change player class for next Re spawn /// </summary> /// <param name="m_class"></param> public void ChangeClass(int m_class) { switch (m_class) { case 0: PlayerClass = PlayerClass.Assault; break; case 1: PlayerClass = PlayerClass.Engineer; break; case 2: PlayerClass = PlayerClass.Recon; break; case 3: PlayerClass = PlayerClass.Support; break; } PlayerClass.SavePlayerClass(); UIReferences.OnChangeClass(PlayerClass); #if CLASS_CUSTOMIZER if (FindObjectOfType <bl_ClassManager>() != null) { bl_ClassManager.m_Class = PlayerClass; } #endif if (isPlaying && GM.isEnterinGamePlay) { ButtonsClassPlay.SetActive(false); bl_UtilityHelper.LockCursor(true); } m_showbuttons = false; }