public static void SetLoadout(int idPlayer, int iChrSlot, LoadoutManager.Loadout loadout) { ExitGames.Client.Photon.Hashtable hashNewProperties = new ExitGames.Client.Photon.Hashtable() { { GetLoadoutKey(idPlayer, iChrSlot), LoadoutManager.SerializeLoadout(loadout) } }; PhotonNetwork.CurrentRoom.SetCustomProperties(hashNewProperties); }
public void InitFromLoadout(LoadoutManager.Loadout loadout) { //Load in all the equipped skills for (int i = 0; i < Chr.nEquippedCharacterSkills; i++) { arSkillSlots[i].SetSkill(loadout.lstChosenSkills[i]); } //TODO - store all the benched skills as well }
public void LogLoadouts(int iPlayer) { for (int iChr = 0; iChr < Player.MAXCHRS; iChr++) { LoadoutManager.Loadout loadout = NetworkMatchSetup.GetLoadout(iPlayer, iChr); string sLoadout = string.Format("lo:{0}:{1}", iPlayer, iChr); int[] arnSerializedLoadout = LoadoutManager.SerializeLoadout(loadout); sLoadout += LibConversions.ArToStr(arnSerializedLoadout); sLoadout += "\n" + loadout; WriteToMatchLogFile(sLoadout); } }
// Will eventually need a clean solution to adding/removing characters // while managing ids - some sort of Buffer of unused views will probably help void InitChr(CharType.CHARTYPE chartype, Player player, int idChar, LoadoutManager.Loadout loadout) { GameObject goChr = Instantiate(pfChr, this.transform); Chr newChr = goChr.GetComponent <Chr>(); if (newChr == null) { Debug.LogError("ERROR! NO CHR COMPONENT ON CHR PREFAB!"); } newChr.Start(); newChr.InitChr(chartype, player, idChar, loadout); arChrs[player.id][idChar] = newChr; player.arChr[idChar] = newChr; }
public void InitWithLoadout(LoadoutManager.Loadout loadout) { //Set our local loadout to the newly submitted one loadoutCur = loadout; //Setup the general UI to reflect the new loadout inputfieldLoadoutName.text = loadoutCur.sName; lstSelectableSkills = SkillType.GetSkillInfosUnderDisciplines(ChrTypeSelectingFor()); //Loop through all the dropdown skill selectors and initialize them with what options they are set to (and their currently selectable options) for (int i = 0; i < ardropdownSkillLoadout.Length; i++) { //Select the appropriate skill (either equipped or benched) from the current loadout ardropdownSkillLoadout[i].Init(loadoutCur.lstChosenSkills[i]); } }
// Used to initiallize information fields of the Chr // Call this after creating to set information public void InitChr(CharType.CHARTYPE _chartype, Player _plyrOwner, int _id, LoadoutManager.Loadout loadout) { chartype = _chartype; sName = CharType.GetChrName(chartype); plyrOwner = _plyrOwner; id = _id; globalid = id + plyrOwner.id * Player.MAXCHRS; RegisterChr(this); //Initialize this character's disciplines based on their chartype InitDisciplines(); //Initialize any loadout-specific qualities of the character InitFromLoadout(loadout); view.Init(); }
public void BeginSelection(int _iPlayerSelectingFor, int _iChrSelectingFor, System.Action _fnOnSelectionComplete, LoadoutManager.Loadout loadoutToStart) { iPlayerSelectingFor = _iPlayerSelectingFor; iChrSelectingFor = _iChrSelectingFor; fnOnSelectionComplete = _fnOnSelectionComplete; txtLabel.text = string.Format("Loadout for {0}", CharType.GetChrName(ChrTypeSelectingFor())); //Initialize the saved loadouts dropdown InitSavedLoadoutsDropdown(); //Need to initialize the loadout selector with whatever loadout is currently defined for this character in matchsetup InitWithLoadout(loadoutToStart); }