protected void Start() { // Add characters for the demo if (this.m_CharacterPrefab) { for (int i = 0; i < this.m_AddCharacters; i++) { string[] names = new string[10] { "Annika", "Evita", "Herb", "Thad", "Myesha", "Lucile", "Sharice", "Tatiana", "Isis", "Allen" }; string[] races = new string[5] { "Human", "Elf", "Orc", "Undead", "Programmer" }; string[] classes = new string[5] { "Warrior", "Mage", "Hunter", "Priest", "Designer" }; Demo_CharacterInfo info = new Demo_CharacterInfo(); info.name = names[Random.Range(0, 10)]; info.raceString = races[Random.Range(0, 5)]; info.classString = classes[Random.Range(0, 5)]; info.level = (int)Random.Range(1, 61); this.AddCharacter(info, this.m_CharacterPrefab, i); } } // Select the first character this.SelectCharacter(0); }
protected void Start() { // Add characters for the demo if (this.m_CharacterPrefab) { for (int i = 0; i < this.m_AddCharacters; i++) { string[] names = new string[10] { "Annika", "Evita", "Herb", "Thad", "Myesha", "Lucile", "Sharice", "Tatiana", "Isis", "Allen" }; string[] races = new string[5] { "Human", "Elf", "Orc", "Undead", "Programmer" }; string[] classes = new string[5] { "Warrior", "Mage", "Hunter", "Priest", "Designer" }; Demo_CharacterInfo info = new Demo_CharacterInfo(); info.name = names[Random.Range(0, 10)]; info.raceString = races[Random.Range(0, 5)]; info.classString = classes[Random.Range(0, 5)]; info.level = (int)Random.Range(1, 61); this.AddCharacter(info, this.m_CharacterPrefab, i); } } if (GameController.Instance.IsMultyPlayer()) { m_PlayButton.GetComponentInChildren <Text>().text = "SELECT"; LobbyPlayer lobbyPlayer = LobbyPlayerList._instance.GetLocalLobbyPlayer(); int selectedIndex = (lobbyPlayer.isPrepared && lobbyPlayer.playerCharacter >= 0) ? lobbyPlayer.playerCharacter : 0; this.SelectCharacter(selectedIndex); } else { // Select the first character this.SelectCharacter(0); } }
/// <summary> /// Adds a character to the character select. /// </summary> /// <param name="info">The character info.</param> /// <param name="modelPrefab">The character model prefab.</param> /// <param name="index">Index.</param> public void AddCharacter(Demo_CharacterInfo info, GameObject modelPrefab, int index) { if (this.m_Slots.Count == 0) { return; } if (modelPrefab == null) { return; } // Get the slot Transform slotTrans = this.m_Slots[index]; // Make sure we have a slot transform if (slotTrans == null) { return; } // Get the character script Demo_CharacterSelectChar csc = slotTrans.gameObject.GetComponent <Demo_CharacterSelectChar>(); // Set the character info if (csc != null) { csc.info = info; csc.index = index; } // Add the character model GameObject model = Instantiate <GameObject>(modelPrefab); model.layer = slotTrans.gameObject.layer; model.transform.SetParent(slotTrans, false); model.transform.localScale = modelPrefab.transform.localScale; model.transform.localPosition = modelPrefab.transform.localPosition; model.transform.localRotation = modelPrefab.transform.localRotation; }