Color SetColor(CharacterPreset.TeamSelect team) { switch (team) { case CharacterPreset.TeamSelect.Red: return(Color.red); case CharacterPreset.TeamSelect.Yellow: return(Color.yellow); case CharacterPreset.TeamSelect.Green: return(Color.green); case CharacterPreset.TeamSelect.Blue: return(Color.blue); default: Debug.Log("UpperPanel: SetColor Error!"); return(Color.white); } }
CharacterPreset.TeamSelect QuickSetTeam(CharacterPreset.TeamSelect ExcludedTeam) { switch (ExcludedTeam) { case CharacterPreset.TeamSelect.Red: return(CharacterPreset.TeamSelect.Blue); case CharacterPreset.TeamSelect.Yellow: return(CharacterPreset.TeamSelect.Red); case CharacterPreset.TeamSelect.Green: return(CharacterPreset.TeamSelect.Yellow); case CharacterPreset.TeamSelect.Blue: return(CharacterPreset.TeamSelect.Green); default: Debug.Log("Enemy team setting error!"); return(CharacterPreset.TeamSelect.Red); } }
// Update is called once per frame void Update() { foreach (GameObject panel in ModePanels) { if (panel.activeInHierarchy) { switch (panel.name) { case "Competitive4v4": Mode = GameMainControl.GameModeSelect.Rounded4v4; switch (RoundsOrKills.value) { case 0: WinUnit = 7; break; case 1: WinUnit = 9; break; case 2: WinUnit = 11; break; case 3: WinUnit = 13; break; default: Debug.Log("Illegal win unit!"); WinUnit = 0; break; } break; case "TeamDeadmatch4v4": Mode = GameMainControl.GameModeSelect.KillCount4v4; switch (RoundsOrKills.value) { case 0: WinUnit = 50; break; case 1: WinUnit = 100; break; case 2: WinUnit = 150; break; default: Debug.Log("Illegal win unit!"); WinUnit = 0; break; } break; } } } switch (TeamSelection.value) { case 0: MyTeam = CharacterPreset.TeamSelect.Red; break; case 1: MyTeam = CharacterPreset.TeamSelect.Yellow; break; case 2: MyTeam = CharacterPreset.TeamSelect.Green; break; case 3: MyTeam = CharacterPreset.TeamSelect.Blue; break; } EnemyTeam = QuickSetTeam(MyTeam); switch (WeaponSelection.value) { case 0: MyWeapon = CharacterPreset.WeaponSelect.Knife; break; case 1: MyWeapon = CharacterPreset.WeaponSelect.Sword; break; case 2: MyWeapon = CharacterPreset.WeaponSelect.Spear; break; case 3: MyWeapon = CharacterPreset.WeaponSelect.Musou; break; } switch (ArmorSelection.value) { case 0: MyArmor = 0; break; case 1: MyArmor = 10; break; case 2: MyArmor = 20; break; } }
// Start is called before the first frame update void OnEnable() { teammates = GetComponentsInChildren <CharacterPreset>(); myTeam = teammates[0].Team; surviving = true; }