Пример #1
0
        public void UnloadStatEntry(UI_StatEntry statEntry)
        {
            UI_StatEntry chosenEntry = statEntry;

            GameManager.MasterManager._StatEntries.Remove(statEntry);
            Destroy(chosenEntry.gameObject);
        }
Пример #2
0
        //TODO: Load overhaul, e.g. _matchEntries list, creating dictionary and load into GameManager Awake or Start
        public void LoadStatistics()
        {
            GameManager.MasterManager._RunningSessionStats.Matches = new Dictionary <int, string>();
            GameManager.MasterManager._RunningSessionStats.LoadStats();
            if (GameManager.MasterManager._RunningSessionStats.Matches != null && GameManager.MasterManager._RunningSessionStats.Matches.Count > 0)
            {
                foreach (KeyValuePair <int, string> matchPath in GameManager.MasterManager._RunningSessionStats.Matches)
                {
                    Match m = Match.LoadMatch(matchPath.Value);
                    if (m != null)
                    {
                        UI_StatEntry matchStats = Instantiate(GameManager.MasterManager.UIManager._matchLinePrefab, GameManager.MasterManager.UIManager._MatchList.position, Quaternion.identity, GameManager.MasterManager.UIManager._MatchList);

                        matchStats.UpdateEntry(m);
                        GameManager.MasterManager.NetworkManager._matchEntries.Add(m, matchStats.gameObject);
                    }
                }
            }
        }
Пример #3
0
        public UI_StatEntry LoadStatEntry()
        {
            UI_StatEntry statEntry = Instantiate(GameManager.MasterManager.UIManager._matchLinePrefab, GameManager.MasterManager.UIManager._MatchList.transform.position, Quaternion.identity);

            return(statEntry);
        }