void Loaded() { Debug.Log("Loaded."); string[] classNames = { "rep_inf_ep2_rifleman", "rep_inf_ep2_rocketeer", "rep_inf_ep2_sniper", "rep_inf_ep2_engineer", "rep_inf_ep2_jettrooper", "rep_inf_ep3_rifleman", "rep_inf_ep3_rocketeer", "rep_inf_ep3_sniper", "rep_inf_ep3_sniper_felucia", "rep_inf_ep3_engineer", "rep_inf_ep3_officer", "rep_inf_ep3_jettrooper", }; PhxRuntimeScene scene = PhxGameRuntime.GetScene(); PhxClass[] classes = new PhxClass[classNames.Length]; for (int i = 0; i < classes.Length; ++i) { classes[i] = scene.GetClass(classNames[i]); if (classes[i] == null) { Debug.LogError($"Cannot find class '{classNames[i]}'!"); return; } } if (SpawnMobs) { Instances = new PhxSoldier[Width * Height]; for (int x = 0; x < Width; ++x) { for (int y = 0; y < Height; ++y) { Vector3 pos = new Vector3(x * -Padding, 0f, y * -Padding); pos.x += Random.Range(-0.2f, 0.2f); pos.z += Random.Range(-0.2f, 0.2f); PhxClass spawnClass = classes[Random.Range(0, classes.Length)]; int idx = x + (Width * y); Instances[idx] = MATCH.SpawnAI <PhxAnimTestController>(spawnClass, pos, Quaternion.identity); Instances[idx].Fixate(); } } } if (SpawnPlayer) { MATCH.SpawnPlayer(classes[5], transform.position, Quaternion.identity); } }
public static void SetClassProperty(string className, string propName, object propValue) { PhxRuntimeScene scene = PhxGameRuntime.GetScene(); scene?.SetClassProperty(className, propName, propValue); }