public void RemovePlayer(PlayerInstance_Local currentPlayer) { if (playerInstanceList.Contains(currentPlayer)) { playerInstanceList.Remove(currentPlayer); } }
public void AddPlayer(PlayerInstance_Local currentPlayer) { if (!playerInstanceList.Contains(currentPlayer)) { playerInstanceList.Add(currentPlayer); } }
public void RetrievePlayers() { for (int i = 0; i < GameInformations.gameInformations.playerInstanceList.Count; i++) { PlayerInstance_Local instance = GameInformations.gameInformations.playerInstanceList[i]; players[instance.playerNumber - 1].RetrieveInstance(instance); } }
public void SaveSkins(ref PlayerInstance_Local player) { player.placeInTorsoArray = placeInTorsoArray; player.placeInHeadArray = placeInHeadArray; player.placeInWeaponArray = placeInWeaponArray; player.torsoSkin = currentTorsoSkin; player.weaponSkin = currentWeaponSkin; player.headSkin = currentHeadSkin; }
public void RetrieveInstance(PlayerInstance_Local instance) { LoadVariables(); playerInstance = instance; skinManager.RetrieveSkins(playerInstance); active = true; Debug.Log("retrieve instance"); SetState(); }
public void RetrieveSkins(PlayerInstance_Local player) { placeInWeaponArray = player.placeInWeaponArray; currentWeaponSkin = player.weaponSkin; EquipSkin(weaponSpot, currentWeaponSkin); placeInHeadArray = player.placeInHeadArray; currentHeadSkin = player.headSkin; EquipSkin(headSpot, currentHeadSkin); placeInTorsoArray = player.placeInTorsoArray; currentTorsoSkin = player.torsoSkin; EquipSkin(torsoSpot, currentTorsoSkin); }
void CreatePlayer(int numberOfPlayers) { for (int i = 1; i <= numberOfPlayers; i++) { if (i > 5) { break; } PlayerInstance_Local newPlayer = new PlayerInstance_Local(); newPlayer.weaponSkin = Resources.Load("Skins/Prefabs/Weapon/Default") as GameObject; newPlayer.headSkin = Resources.Load("Skins/Prefabs/Head/Default") as GameObject; newPlayer.torsoSkin = Resources.Load("Skins/Prefabs/Torso/Default") as GameObject; newPlayer.playerNumber = i; gameInformations.playerInstanceList.Add(newPlayer); } }