void Start() { cSelector = GetComponentInChildren <DPC_Selector>(); cPlayDisplayer = GetComponentInChildren <DPC_PlayDisplayer>(); IO_ZoneList.FLOAD_ZONES(); mState = PLAYMENU_STATE.SDISPLAYPLAY; }
public void FDisplayPlayerDetails() { // Get a reference to the selector, find out if anyone is selected, if not, set these all to UN // if so, set them to what the player is. DPC_Selector selector = FindObjectOfType <DPC_Selector>(); if (selector.mActivePlayer == -1) { rTag.text = "UN"; rRole.text = "UN"; rDetail.text = "UN"; } else { PE_Role role = selector.rGuys[selector.mActivePlayer].GetComponent <PE_Role>(); rTag.text = role.mTag; rRole.text = role.mRole; rDetail.text = role.mDetails; } }
private void Start() { cSelector = GetComponentInParent <DPC_Selector>(); // cJobsDisplayer = GetComponent<PE_DisplayPlayJobs>(); }
void Awake() { cSelector = GetComponentInParent <DPC_Selector>(); mState = ASSIGNER_STATE.SNONE_SELECTED; }