// Start is called before the first frame update void Start() { player = GetComponent <PlayerHandler>(); saveNew = GetComponent <PlayerPrefsSave>(); Time.timeScale = 1; player.custom = true; saveNew.custom = true; saveNew.player = player; player.saveAndLoad = saveNew; for (int i = 0; i < skinMax; i++) { Texture2D tempTexture = Resources.Load("Character/Skin_" + i.ToString()) as Texture2D; skin.Add(tempTexture); } for (int i = 0; i < eyesMax; i++) { Texture2D tempTexture = Resources.Load("Character/Eyes_" + i.ToString()) as Texture2D; eyes.Add(tempTexture); } for (int i = 0; i < mouthMax; i++) { Texture2D tempTexture = Resources.Load("Character/Mouth_" + i.ToString()) as Texture2D; mouth.Add(tempTexture); } for (int i = 0; i < hairMax; i++) { Texture2D tempTexture = Resources.Load("Character/Hair_" + i.ToString()) as Texture2D; hair.Add(tempTexture); } for (int i = 0; i < clothesMax; i++) { Texture2D tempTexture = Resources.Load("Character/Clothes_" + i.ToString()) as Texture2D; clothes.Add(tempTexture); } for (int i = 0; i < armourMax; i++) { Texture2D tempTexture = Resources.Load("Character/Armour_" + i.ToString()) as Texture2D; armour.Add(tempTexture); } SetTexture("Skin", 0); SetTexture("Eyes", 0); SetTexture("Mouth", 0); SetTexture("Hair", 0); SetTexture("Clothes", 0); SetTexture("Armour", 0); ChooseClass(selectedIndex); }
// Start is called before the first frame update void Start() { player = GetComponent <PlayerHandler>(); saveNew = GetComponent <PlayerPrefsSave>(); Time.timeScale = 1; player.custom = true; saveNew.custom = true; saveNew.player = player; player.saveAndLoad = saveNew; for (int i = 0; i < skinMax; i++) { Texture2D tempTexture = Resources.Load("Character/Skin_" + i.ToString()) as Texture2D; skin.Add(tempTexture); } for (int i = 0; i < eyesMax; i++) { Texture2D tempTexture = Resources.Load("Character/Eyes_" + i.ToString()) as Texture2D; eyes.Add(tempTexture); } for (int i = 0; i < mouthMax; i++) { Texture2D tempTexture = Resources.Load("Character/Mouth_" + i.ToString()) as Texture2D; mouth.Add(tempTexture); } for (int i = 0; i < hairMax; i++) { Texture2D tempTexture = Resources.Load("Character/Hair_" + i.ToString()) as Texture2D; hair.Add(tempTexture); } for (int i = 0; i < clothesMax; i++) { Texture2D tempTexture = Resources.Load("Character/Clothes_" + i.ToString()) as Texture2D; clothes.Add(tempTexture); } for (int i = 0; i < armourMax; i++) { Texture2D tempTexture = Resources.Load("Character/Armour_" + i.ToString()) as Texture2D; armour.Add(tempTexture); } SetTexture("Skin", 0); SetTexture("Eyes", 0); SetTexture("Mouth", 0); SetTexture("Hair", 0); SetTexture("Clothes", 0); SetTexture("Armour", 0); ChooseClass(selectedIndex); // Displays stats. foreach (Stats stat in playerStats) { // Creates buttons GameObject displayButton = Instantiate(displayStatButton, displayVerticalHolder.transform); // Adds them to a dictionary displayButtons.Add(stat.statName, displayButton); } // Adds Buttons for each stat foreach (Stats stat in playerStats) { // Creates buttons Button addButton = Instantiate(forwardStatButton, forwardStatButtonHolder.transform); Button minusButton = Instantiate(backStatButton, backStatButtonHolder.transform); // Adds them to a dictionary addStatButtons.Add(stat.statName, addButton); backStatButtons.Add(stat.statName, minusButton); } foreach (Stats stat in playerStats) { foreach (KeyValuePair <string, Button> button in addStatButtons) { if (button.Key.Equals(stat.statName)) { button.Value.onClick.AddListener(() => StatDistribution(stat.statName, 1)); break; } } foreach (KeyValuePair <string, Button> button in backStatButtons) { if (button.Key.Equals(stat.statName)) { button.Value.onClick.AddListener(() => StatDistribution(stat.statName, -1)); break; } } } UpdateStats(); UpdateClass(); }