//this will save the current build //only can be called if full modules and type selected public void continueOn() { DropDownUpdate(); if (type == UnitType.fighter) { string name = "Unit" + dropDownValue; unitData = new UnitData(name, UnitType.fighter, modules[0], modules[1]); unitSave.save(unitData); Debug.Log(unitSave.load(dropDownValue - 1).unitName + " " + unitSave.load(dropDownValue - 1).type); } else if (type == UnitType.frigate) { string name = "Unit" + dropDownValue; unitData = new UnitData(name, UnitType.frigate, modules[0], modules[1], modules[2]); unitSave.save(unitData); Debug.Log(unitSave.load(dropDownValue - 1).unitName + " " + unitSave.load(dropDownValue - 1).type); } }
// Use this for initialization void Start() { BM.gameObject.SetActive(true); var tiles = FindObjectsOfType <Tile>(); mapTiles = new List <Tile>(tiles); var Units = FindObjectsOfType <Unit>(); unitPlayer = new List <Unit>(Units); //remove non-player units from list foreach (Unit t in Units) { if (t.PlayerNumber == 1) { unitPlayer.Remove(t); } } //3 default loads just in case player wants more options unitDatas.Add(new UnitData("Default 1", UnitType.fighter, ModuleType.shortRange, ModuleType.shortRange)); unitDatas.Add(new UnitData("Default 2", UnitType.fighter, ModuleType.longRange, ModuleType.longRange)); unitDatas.Add(new UnitData("Default 3", UnitType.frigate, ModuleType.heal, ModuleType.heal, ModuleType.heal)); //load the 9 available saves for (int i = 0; i < 9; i++) { unitDatas.Add(saves.load(i)); } //add saves to menu for (int i = 0; i < 12; i++) { if (unitDatas[i].type == UnitType.fighter) { loadbuttons[i].GetComponentInChildren <Text>().text = unitDatas[i].unitName + ": " + unitDatas[i].type + "\n" + "Module 1: " + unitDatas[i].module1 + " Module 2: " + unitDatas[i].module2; } else { loadbuttons[i].GetComponentInChildren <Text>().text = unitDatas[i].unitName + ": " + unitDatas[i].type + "\n" + "Module 1: " + unitDatas[i].module1 + " Module 2: " + unitDatas[i].module2 + " Module 3: " + unitDatas[i].module3; } } count = unitPlayer.Count; updateCount(); BM.gameObject.SetActive(false); map.gameObject.SetActive(true); }