// Use this for initialization void Start() { CurrencyMetersUpdate(); m_ScriptCaptainBody = m_CaptainBody.GetComponent <ScriptCaptainBody>(); m_ScriptCaptainHead = m_CaptainHead.GetComponent <ScriptCaptainHead>(); }
// Use this for initialization void Start() { CurrencyMetersUpdate(); m_ScriptCaptainBody = m_CaptainBody.GetComponent<ScriptCaptainBody>(); m_ScriptCaptainHead = m_CaptainHead.GetComponent<ScriptCaptainHead>(); }
void Start() { m_ScriptCaptainBody = m_SuperiorScript.Captain.GetComponent <ScriptCaptainBody>(); m_ScriptCaptainHead = m_SuperiorScript.m_CaptainHead.GetComponent <ScriptCaptainHead>(); switch (m_DisplayStandType) { case "Nose": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[0]; FillingStand(m_Inventory.m_PossessedNoseInventory); break; case "Ears": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[3]; m_CaptainParttoChange2 = m_ScriptCaptainHead.m_HeadParts[4]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedEarsInventory); break; case "Eyes": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[1]; m_CaptainParttoChange2 = m_ScriptCaptainHead.m_HeadParts[2]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedEyesInventory); break; case "Mouth": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[5]; FillingStand(m_Inventory.m_PossessedMouthInventory); break; case "Jacket": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[5]; FillingStand(m_Inventory.m_PossessedJacketInventory); break; case "Boots": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[3]; m_CaptainParttoChange2 = m_ScriptCaptainBody.m_ArrayofWears[4]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedBootsInventory); break; case "Hat": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[0]; FillingStand(m_Inventory.m_PossessedHatInventory); break; case "Pants": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[1]; m_CaptainParttoChange2 = m_ScriptCaptainBody.m_ArrayofWears[2]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedPantsInventory); break; } }
void Start() { m_ScriptCaptainBody = m_SuperiorScript.Captain.GetComponent<ScriptCaptainBody>(); m_ScriptCaptainHead = m_SuperiorScript.m_CaptainHead.GetComponent<ScriptCaptainHead>(); switch (m_DisplayStandType) { case "Nose": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[0]; FillingStand(m_Inventory.m_PossessedNoseInventory); break; case "Ears": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[3]; m_CaptainParttoChange2 = m_ScriptCaptainHead.m_HeadParts[4]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedEarsInventory); break; case "Eyes": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[1]; m_CaptainParttoChange2 = m_ScriptCaptainHead.m_HeadParts[2]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedEyesInventory); break; case "Mouth": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[5]; FillingStand(m_Inventory.m_PossessedMouthInventory); break; case "Jacket": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[5]; FillingStand(m_Inventory.m_PossessedJacketInventory); break; case "Boots": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[3]; m_CaptainParttoChange2 = m_ScriptCaptainBody.m_ArrayofWears[4]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedBootsInventory); break; case "Hat": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[0]; FillingStand(m_Inventory.m_PossessedHatInventory); break; case "Pants": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[1]; m_CaptainParttoChange2 = m_ScriptCaptainBody.m_ArrayofWears[2]; m_DoubleChange = true; FillingStand(m_Inventory.m_PossessedPantsInventory); break; } }
// Use this for initialization void Start() { m_ScriptCaptainBody=m_ScriptShopPanel.m_ScriptCaptainBody; m_ScriptCaptainHead=m_ScriptShopPanel.m_ScriptCaptainHead; switch (m_DisplayStandType) { case "Nose": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[0]; FillingStand(m_ScriptShopPanel.m_NoseCatalog); break; case "Ears": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[3]; m_CaptainParttoChange2 = m_ScriptCaptainHead.m_HeadParts[4]; m_DoubleChange = true; FillingStand(m_ScriptShopPanel.m_EarsCatalog); break; case "Eyes": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[1]; m_CaptainParttoChange2 = m_ScriptCaptainHead.m_HeadParts[2]; m_DoubleChange = true; FillingStand(m_ScriptShopPanel.m_EyesCatalog); break; case "Mouth": m_CaptainParttoChange = m_ScriptCaptainHead.m_HeadParts[5]; FillingStand(m_ScriptShopPanel.m_MouthCatalog); break; case "Jacket": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[5]; FillingStand(m_ScriptShopPanel.m_JacketCatalog); break; case "Boots": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[3]; m_CaptainParttoChange2 = m_ScriptCaptainBody.m_ArrayofWears[4]; m_DoubleChange = true; FillingStand(m_ScriptShopPanel.m_BootsCatalog); break; case "Hat": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[0]; FillingStand(m_ScriptShopPanel.m_HatCatalog); break; case "Pants": m_CaptainParttoChange = m_ScriptCaptainBody.m_ArrayofWears[1]; m_CaptainParttoChange2 = m_ScriptCaptainBody.m_ArrayofWears[2]; m_DoubleChange = true; FillingStand(m_ScriptShopPanel.m_PantsCatalog); break; } }