Пример #1
0
    public void CleanupEditLoadout()
    {
        //Save the generated loadout in the slot for the character we were editing
        NetworkMatchSetup.SetLoadout(idPlayer, loadoutselectActive.iChrSelectingFor, loadoutselectActive.loadoutCur);

        //Once the loadout editing is done, we can just destroy the loadout selector window, and clear out our reference to it
        GameObject.Destroy(loadoutselectActive.gameObject);
        loadoutselectActive = null;
    }
Пример #2
0
    public void EditChrLoadout(int iChrToEdit)
    {
        if (loadoutselectActive != null)
        {
            Debug.LogError("Can't edit another loadout, since we're already editing one");
            return;
        }

        //Spawn the loadout selector
        loadoutselectActive = GameObject.Instantiate(pfLoadoutSelector, this.transform.parent).GetComponent <LoadoutSelector>();

        loadoutselectActive.BeginSelection(idPlayer, iChrToEdit, CleanupEditLoadout, NetworkMatchSetup.GetLoadout(idPlayer, iChrToEdit));
    }