public void OnHeroInfo(NetworkMessage netMsg) { Debug.Log("Incoming hero info"); MObjects.HeroInfo mObject = netMsg.ReadMessage <MObjects.HeroInfo>(); int c = mObject.clientPrefab.Length; for (int i = 0; i < c; i++) { GenerateHero(mObject.clientPrefab[i], mObject.status[i]); } panel_Heroes.Open(); }
void LoadHeroes() { HeroLoadFromFolder("Heroes"); HeroLoadFromFolder("Creatures"); heroInfo = new MObjects.HeroInfo(); ushort c = (ushort)playerHeroes.Count; heroInfo.clientPrefab = new string[c]; heroInfo.status = new bool[c]; for (int i = 0; i < c; i++) { heroInfo.clientPrefab[i] = playerHeroes[i].clientPrefab; // locked status will be filled while player sending info } }