private void Awake() { //Player배열에 들어온 순서대로 플레이어들 받아줌 //Player 배열에서 Player List로 쏴줌 -> 쏴줄 떄 무작위로 싸줘서 랜덤으로 첫 턴 걸리게끔 clockUI = FindObjectOfType <UIClock>(); for (int i = 0; i < MaxPlayerCount; i++) { orderPlayers[i].GetComponent <Player>(); } int RandomPlayerIndex = Random.Range(0, orderPlayers.Length); for (int i = 0; i < orderPlayers.Length;) { if (orderList.Contains(orderPlayers[RandomPlayerIndex])) { RandomPlayerIndex = Random.Range(0, orderPlayers.Length); } else { orderList.Add(orderPlayers[RandomPlayerIndex]); i++; } } OrderPlayer(); }
public override void OnInspectorGUI() { UIClock clock = target as UIClock; EditorTools.DrawUpdateKeyTextField(clock); base.OnInspectorGUI(); }
public void Awake() { UiMain = Global.FindChild <UIMain>(transform, "UIMain"); UiYesNo = Global.FindChild <UIYesNo>(transform, "UIYesNo"); UiSubtitle = Global.FindChild <UISubtitle>(transform, "UISubtitle"); UiClock = Global.FindChild <UIClock>(transform, "UIClock"); UiDownLoadMask = Global.FindChild <UIDownLoadMask>(transform, "UIDownLoadMask"); }
// Start is called before the first frame update void Start() { startTurn = Random.Range(0, profile.Length); clockUI = FindObjectOfType <UIClock>(); for (int i = 0; i < playerProfile.Length; i++) { profile[i] = playerProfile[i].GetComponent <Profile>(); } profile[startTurn].myTurn = true; }