// Spawn in a default play, with nothing in it, so we can edit that play. public void OnNewPlay() { cLoader.FLoadPlay(IO_PlayList.FLOAD_PLAY_BY_NAME(mDefaultPlay)); // AND NOW WE HAVE TO WRITE SOMETHING LIKE: DISPLAYPLAY(); cJobDisplayer.FDisplayJobs(); }
private void RepositionStart(Vector2 vMovement) { if (cSelector.mActivePlayer == -1) { Debug.Log("There is no active player"); return; } Debug.Log("Shift active player by: " + vMovement); PE_Role role = cSelector.rGuys[cSelector.mActivePlayer].GetComponent <PE_Role>(); role.mStartPos += vMovement; role.mStartPos.x = (float)System.Math.Round((double)role.mStartPos.x, 0); role.mStartPos.y = (float)System.Math.Round((double)role.mStartPos.y, 0); cSelector.rGuys[cSelector.mActivePlayer].transform.position += (Vector3)vMovement / 10f; // hacked conversion. // Again, unfortunately we have to convert from internal position to field position. UpdatePositionText(); cJobsDisplayer.FDisplayJobs(); }