// Internal Tools private void LoadPlayerChoice() { switch (playerName) { case "Player 1": // Get Player 1 Class switch (PlayerPrefs.GetString("Player1Class")) { case "Accounting": _playerChoice = PlayerChoice.Accounting; _playerClass = Class.Accounting; break; case "ComputerScience": _playerChoice = PlayerChoice.ComputerScience; _playerClass = Class.ComputerScience; break; case "Medical": _playerChoice = PlayerChoice.Medical; _playerClass = Class.Medicine; break; case "Teaching": _playerChoice = PlayerChoice.Teaching; _playerClass = Class.Teaching; break; } break; case "Player 2": // Get Player 2 Class switch (PlayerPrefs.GetString("Player2Class")) { case "Accounting": _playerChoice = PlayerChoice.Accounting; _playerClass = Class.Accounting; break; case "ComputerScience": _playerChoice = PlayerChoice.ComputerScience; _playerClass = Class.ComputerScience; break; case "Medical": _playerChoice = PlayerChoice.Medical; _playerClass = Class.Medicine; break; case "Teaching": _playerChoice = PlayerChoice.Teaching; _playerClass = Class.Teaching; break; } break; } }
private void SetupPlayer() { if (GetComponent <Rigidbody2D>() != null) { Renderer.sprite = Resources.Load <Sprite>(_playerClass._TAFE._spriteLocation); // Sprite playerLevel = _playerClass._TAFE._level; // Level playerSpeed = playerSpeed * _playerClass._TAFE._speed; // Speed playerDebt = _playerClass._TAFE._debtAdd; // Debt unitCreditsRequired = _playerClass._TAFE._creditsReq; // Required Unit Scores } else { _playerClass = Class.Teaching; playerLevel = Class.Teaching._TAFE._level; // Level playerSpeed = playerSpeed * Class.Teaching._TAFE._speed; // Speed playerDebt = Class.Teaching._TAFE._debtAdd; // Debt unitCreditsRequired = Class.Teaching._TAFE._creditsReq; // Required Unit Scores } }