private IEnumerator DelayCharacterSpawn(int amt, int i, int j) { for (int k = 0; k < amt; k++) { int tempCardNum = settings.area[areaNum].subStage[stageNum].stageSettings[i].unitSettings[j].unitCardNum; int tempCardLevel = settings.area[areaNum].subStage[stageNum].stageSettings[i].unitSettings[j].unitLevel; CharacterProperties.UnitType tempUnitType; team = settings.area[areaNum].subStage[stageNum].stageSettings[i].unitSettings[j].unitTeam; if (tempCardNum > 0) { tempUnitType = GetUnitTypeByCardNumber(tempCardNum); } else { CharacterProperties.UnitType tempUnitType2 = settings.area[areaNum].subStage[stageNum].stageSettings[i].unitSettings[j].unitType; int tempRarity = settings.area[areaNum].subStage[stageNum].stageSettings[i].unitSettings[j].rarity; CharacterProperties prop = GetUnitByClassAndRarity(tempUnitType2, tempRarity); tempCardNum = characterSettings.characterProperties.IndexOf(prop) + 1; tempUnitType = prop.unitType; } defObj.SpawnCharacter(damageApplyDeck, tempCardNum, tempCardLevel, tempUnitType, team); yield return(new WaitForSeconds(Random.Range(0.3f, 1f))); } }
public void ButtonHandler(GameObject go) { int currentButton = go.GetComponent <UnitButtonHandler>().buttonNumber; UnitButtonHandler buttonHandlerRef = go.GetComponent <UnitButtonHandler>(); //int tempRequirement = skillButtonArray[currentButton].GetComponent<UnitButtonHandler>().cost; int tempRequirement = 5; int elementToCheck = buttonHandlerRef.referenceNumber; int settingsValue = buttonHandlerRef.settingsReferer; CharacterProperties.UnitType buttonUnitType = characterSettingsPrefab.GetComponent <CharacterSettings>().characterProperties[settingsValue].unitType; buttonHandlerRef.currentAmount -= 5; UpdateElementText(); if (go.transform.FindChild("Dim").GetComponent <UISprite>().localSize.y != buttonHandlerRef.originalSize.y) { go.GetComponent <UnitButtonHandler>().ActivateButtonCoolDown(); } if (GlobalManager.multiplyerGame) { this.gameObject.GetComponent <GameNetworkHandler>().NetworkMessage(GlobalManager.NetworkMessage.SpawnUnit, new object[4] { bonusDamageDeck, settingsValue + 1, 5, (int)buttonUnitType }); } else { defObj.SpawnCharacter(bonusDamageDeck, settingsValue + 1, GlobalManager.UICard.localUserCardDeck[currentButton].level, buttonUnitType, CharacterProperties.Team.LEFT); } }