public override void OnInspectorGUI() { DrawDefaultInspector(); SaloonInfo myScript = (SaloonInfo)target; if (GUILayout.Button("Apply this hairs")) { myScript.ChangeHairs(); } }
public void UpdateSaloon(SaloonInfo info, string Name, string SubCategory, int level, int Coins, int Gems, int Id, int vipsub) { // SaloonInfo info = SaloonPrefab.GetComponent<SaloonInfo> (); int subcat = 0; switch (SubCategory) { case "Hair": subcat = 0; break; default: subcat = 0; break; } var gender = (GenderEnum)info.Gender; SaloonItem ItemData = new SaloonItem(subcat, info.name, Id, info.Icon, false, false, gender, level, Coins, Gems, info.BodyPartName.ToArray(), info.BodyPartSprites.ToArray() /*, * info.BodyPartSprites_Brown.ToArray (), * info.BodyPartSprites_Black.ToArray ()*/ , vipsub == 1?true:false); AllItems.Add(ItemData); List <GameObject> Targets = new List <GameObject> (); //TODO: create a prefab variable in roommates available data so that we can change the data there and also here we can add // foreach (GameObject go in RoommateManager.Instance.RoommatesAvailable) { // Targets.Add (go); // } foreach (GameObject go in RoommateManager.Instance.RoommatesHired) { Targets.Add(go); } Targets.Add(PlayerManager.Instance.MainCharacter); }